Version 1.0.1

All patch notes after 1.0 will now be contained in the "Patch Notes" thread in the forums tab.

Version 1.0.0

Update v1.0.0

(NEW) Focused Specializations
- You can now focus on 1 specialization to gain increased damage bonuses
- Most weapon specs are separated by base weapons, and not by semi-auto and automatic
- Focused specs can be selected at level 15, and require at least 1 related unlock (more on this below)
- Focused specs can be choosen from the "Training Desk" which can be built at any settlement
- The Training Desk is located under "Resources/Misc" in the workshop, and is easy to construct
- Specs can be untrained, but require 1000 caps (this price may change later)

Weapon Perk Overhaul
- All weapon perks are redesigned around specializations
- Some weapon perks are more versitile in terms of the weapon types usable by them
- Energy weapons have their own category now
- Most perks based on specializations, are now only 4 ranks total
- All weapon perks are locked into tiers: Rank 1 = level 5, Rank 2 = level 10, Rank 3 = level 15, Rank 4 = level 20

Rifleman is now "Marksman"
- Rank 1: Keep your distance long and your kill-count high. All ballistic firearms have a +20% increased effective range.
- Rank 2: All ballistic rifles ignore 10% of the target's armor. Also increases the chance to hit in VATS by +5% for all weapons.
- Rank 3: Unlocks the Sharpshooter Specialization. All ballistic firearms now have a +40% increased effective range.
- Rank 4: All ballistic rifles now ignore 20% of the target's armor. Also now increases the chance to hit in VATS by +10% for all weapons.
- Rank 5: [REMOVED]

Big Leagues
- Rank 1: Swing for the fences! Melee attacks can ignore 10% of the enemy's armor (including Punching weapons.)
- Rank 2: You can now hit all targets in front of you with each swing from a Two-Handed Melee weapon.
- Rank 3: Unlocks the Marauder Specialization. Melee attacks now ignore 20% of the enemy's armor.
- Rank 4: Melee attacks gain +5% critical hit chance with all attacks.

Specialization: Marauder
- +30% damage to: Any melee weapon
- Power attacking with Blunt weapons have a 50% chance to knock down opponents.
- Power attacking with Bladed weapons have a 50% chance to cause opponents to bleed.

Robotics Expert
- Rank 1: Unlocks the ablility to craft certain robotic devices, such as mini-turrets. As long as you're not in combat, you can hack a robot to gain a chance to power it on or off, or initiate a self-destruct.
- Rank 2: You now gain +10% damage against Robots and Synths. When you successfully hack a robot, you can incite it to attack. Mini-turrets gain +1 base damage.
- Rank 3: When you successfully hack a robot, you can give it specific commands. Mini-turrets gain +1 base damage.
- Rank 4: Mini-turrets gain +1 base damage.
- (more styles of turrets will be added to certain ranks later)

(NEW) Throwing Knives - (WARNING: This item is still experimental and needs some adjustments)
- A throwable knife that is equiped in the grenade slot
- Consumed on use, cannot be picked back up (for balance reasons)
- Deals moderate damage
- Staggers the enemy on hit
- Is boosted by anything that effects the Combat Knife (crit, damage, strength, etc.)
- Requires Commando Rank 2 to craft, and requires adhesive and other materials
- Each craft makes 5 knives
- Is located in the Weapon Lab under "Grenades"
- These are somewhat difficult to use, so be aware of this
- NOTE: Throwing grenade-style items in 3rd person mode doesn't aim well.. they only work well in 1st person
- (I may alter how these knives work later)

(NEW) Deployable Pipe Mini-Turret
- Deploy a mini-turret in front of you that can attack nearby targets
- Can be crafted at the Robotics Lab, and requires Robotics Expert Rank 1
- The device is located in the AID tab, the same way Cargo Bots are called
- The Turret's damage can be improved with both Robotics Expert and the Combat Engineer spec
- The turret is a consumable and burns out when it's duration is up
- The recipe requires smokeless powder and other parts
- The turret currently has enough ammo for the duration of it's lifetime, but this may change in a future patch
- The pipe mini-turret is supposed to be a low quality turret, so it's accuracy is very poor at range
- (In the future, I'll be adding more turrets - higher rank turrets will have better accuracy too)

(NEW) Trained Guard Dog
- Training in the Attack Dog perk will allow you to summon a Guard Dog to assist you in combat
- Crafted devices use an electronic signal to call in a nearby trained Guard Dog
- When summoned, the Guard Dog will appear where you activated it, after about 6 seconds*
- The Guard Dog will remain in the area for 5 minutes (10 minute cooldown)
- The Guard Dog does not follow you (I may or may not change this later)
- The range that the Guard Dog will help you is fairly large
- The Guard Dog's damage can be improved with both Attack Dog and the Animal Handler spec
- Can be crafted at the Robotics Lab, and requires Attack Dog Rank 1
- The device is located in the AID tab, the same way Cargo Bots are called
- The recipe requires energy cells, brahmin meat, and some misc ingredients
- If the Guard Dog is taken down, it can get back up but only after combat has ended for awhile
- Currently the Guard Dog cannot be healed with an injector (although I may try to add this in later)

*As of right now, the dog appears where you when summoned it.. eventually I'll try to make it a little more immersive in how it is called in.

Dogmeat
>> Dogmeat's damage has been rescaled to offer better ways to improve him if you choose to
>> If you want Dogmeat to actually do damage, you'll need to train him.
>> Without training he does much less than vanilla damage, with training he does more than vanilla
- Dogmeat's base damage and level-based damage bonuses are completely designed to fixed values
- Dogmeat still does very low damage at low levels, but his damage will naturally scale up better
- Increase Dogmeat's damage with the Attack Dog perk
- Increase Dogmeat's damage penetration with K9 Training Manuals
- Increase Dogmeat's damage resistance with K9 Training Manuals

(NEW) K9 Dog Training Manuals
- These items are like magazines, which grant you perks to increase your K9 Training knowledge
- Each rank of K9 Dog Training improves Dogmeat
- K9 Training manuals can be received through the Command Mailbox based on specific events or conditions
- These manuals are tracked and processed through my new magazine system
(NOTE: Not all ranks are available yet. I will hopefully fill this out with the next patch.)

(NEW) Ballistic Ammunition Guides
- These books can increase ranks of your "Recipe: Ballistic Ammunition" perk
- They can work in addition to Guns and Bullets magazines
- Guides can be received through the Command Mailbox based on specific events or conditions
- These guides are tracked and processed through my new magazine system

(NEW) Energy Ammunition Guides
- These books can increase ranks of your "Recipe: Energy Ammunition" perk
- They can work in addition to Tesla Science magazines
- Guides can be received through the Command Mailbox based on specific events or conditions
- These guides are tracked and processed through my new magazine system

Caravan Travel
- (NEW) Caravan Travel Radio: A new craftable Travel Hub console with an indoor theme
- Outgoing Caravan Travel Radios are placed in: Goodneighbor, Railroad HQ, Prydwen
- These non-settlement transport consoles automatically bypass the settler requirement to use it
- The Goodneighbor Radio Console is located in the Memory Den
- The Goodneighbor Radio Console only appears after you are allowed to normally Caravan travel to Goodneighbor*
- The RR and BOS Caravan hubs are always enabled by default
*For now, it only unlocks upon loading your save game. If you really want it open immediately after the quest completes: save your game, and then reload it.

(NEW) Command Mailbox
>> The Command Mailbox is a mailbox that you can receive mail from various sources based on events or training
- This settlement object can be constructed from "Resource/Misc" category
- Interact with the Mailbox to open the menu
- From the menu you can read your unread messages or open the mailbox inventory
- Unread messages do not deposit their items into the inventory until you read them
- When taking a wrapped package, the contents open into the mailbox, not your inventory (this is so you can see the items pop out more clearly)
- Mail is processed once every 12 hours
- You can only have a maximum of 2 unread mails at one time (you'll need to read them before you can receive any new mails next cycle)
- Stats are tracked on the menu, including the total amount of mail you've ever received
- You can choose to use the mailbox as a storage container, but it's not recommended as it makes it difficult to see your new items received
- (If you want a shared storage container for settlements, use the "Shared Storage" or "Scrap Storage")
- NOTE: Sometimes you have to click an item twice in the mailbox, but I'm not sure if that's fixable.

Command Mailbox Events
- Mail events are sent based on unlocking certain perks, completing quests, or having affinity with companions
- Most mail events will be undocumented, as they're supposed to be immersive content that you discover
- The number of events right now is very small, but more events will be added over time
- A few basic events that are included with 1.0:
- Level 1: Anonymous Sender = Sends you something after completing the Concord quest
- Level 2: Anonymous Sender = Sends you 1 Ammo Guide, if you have Gun Nut trained
- Level 2: Anonymous Sender = Sends you a tracking note for finding the first 5 magazines, if you have Gun Nut trained
- Level 2: Piper at 50 Affinity = Sends you 1 K9 Dog Training Manual (requires that you recruited Dogmeat too)
- Level 2: Codsworth at 50 Affinity = Sends you 1 Hacking Guide
- Level 3: Codsworth at 150 Affinity = Sends you 1 Energy Ammo Guide, if you have Science trained
- 2 additional issues of K9 Training can be acquired from companions based on different levels/perks

(NEW) Crop Overhaul
- The actual crop plants can now be harvested manually again
- Harvesting crops has a chance to gain either: 1 crop, 1 rotten crop, or 1 dried up crop
- Surplus food from crops now puts "Settler Rations" into the workbench, instead of crops
- Settler Rations are specifically intended for settlers and supply lines, and not the player
- Settler Rations are worth 0 value and are not used for any recipes
- Settler Rations can be eaten by the player for hunger if you wish, but gives rads equal to eating most crops
- Dirty water bottles produced into the workbench are mainly intended for settlers and supply lines
- Dirty water will not produce as many bottles into the workbench
- Homemaker Patch: Standard crop planters can now be harvested

Perks
- (NEW) Adrenaline now decays at 1 stack per 30 game minutes (15 mins for timescale mod)
- (NEW) Survivalist now has a chance to harvest an extra item from wild plants (increased each rank)
- Perk bonuses from Bobbleheads will now display in the perk list, so you can see what they are doing
- Well Rested no longer says it gives Endurance
- Aqua Boy/Girl: Rank 1 now adds +15% faster swimming
- Wasteland Survival 7: Reduced to +15% swim speed
- Astoundingly Awesome 5: Poison resist reduced to 2 (from 5) since poison is rescaled in Horizon
- Strong's perk now works with unarmed weapons
- [DLC Nuka]: SCAV - Some damage numbers were reduced
- [DLC Nuka]: SCAV Moneyless - Now gives Agility instead of endurance

(NEW) Faction Perks and Perk Icons
- Many perks now have icons to sort them better
- All of the perks from the "perk tree" currently do not have icons (I need to figure out how to remove tags from the chart)
- The main factions will now display a perk when you're allied or friendly with a particular faction
- Faction perks are updated either: when you load your save game, or once every game hour or so
- Perks sorted at the top are generally: temporary buffs (adrenaline, etc.) and your focused spec
- Perks sorted at the bottom are generally: factions, recipes, magazine perks, misc

(NEW) Perk Chart File Update
- I have a custom edited LevelUpMenu.swf file included with Horizon now
- This updates the perk chart so that Hunter and Future Soldier have appropriate looking graphics

Horizon's Doctor Menu
- Addictions are completely reworked, in order to fix problems and better scale it at the same time
- Curing Addictions now have a cost based on the amount of total addiction you have, not how many different addictions
- Curing 1 really bad addiction can actually be more expensive than curing 3-4 mild addictions
- Curing Addictions can be cheaper at a minimum, but can be more expensive for curing 1 really bad addiction
- Curing Addictions still maxes at 400 caps
- To cleanly prevent problems with curing "wounds only" when having rads, that option is now "Cure Wounds and Rads"
- Having a poison on you should now allow the "Cure Wounds" dialog option to appear (even if it does no damage)
- Far Harbor doctors should now use Horizon's doctor menu (this should work on all 3 of them)
- The institute doctor is no longer free, and brings up the doctor menu now
- When you cancel out of the doctor menu, it should no longer give you a message about not needing treatment
- Selecting the dialog option to Cure Addiction, should no longer tell you that you don't have enough caps

Vendors
- Most weapons on vendors are now sold in packages (this prevents unwanted loose ammo)

Quest Rewards
- The caps rewarded from quests are increased

(NEW) Damaged Ammo
- Weapons that drop as damaged, now also drop damaged ammunition
- Damage weapons can still drop normal usable ammo too, but the chances are lower
- Damaged ammo comes in different types: "Damaged Rounds", "Damaged Cells", "Damaged Shells"
- Damaged ammo is junk items that can automatically be scrapped for ammo crafting components
- One of the benefits to damaged ammo is you can use the scrap for anything

Regular Ammo
- NPCs who drop working weapons, now have a chance to drop more usable ammo

Weapons / Properties
- The "Assault Rifle" is now called "Light Machine Gun"
- Mutiny's legendary property is now: "20% chance to damage the target's legs." (this allows a more balanced way to eventually cripple the legs)
- Kneecapper is now "10% chance to damage the target's legs." (this allows a more balanced way to eventually cripple the legs regardless of where you hit)

Alpha Wrist Device
>> The requirements and design for the wrist device are altered to be specifically based around having a stealthed Cargo Bot per slot
>> Changing all the faction/settler slots to be based on Cargo Bots makes it feel a little more believable than the original way
- Every transmitter module slot requires 1 Cargo Bot and 1 Stealth Boy, plus additional materials
- Materials required have been simplified
- Faction-based Cargo Bots, now only require that you're friendly with the faction, and doesn't require the companion's perk

Weapon Mods
- Many melee mod requirements are shifted around to match the new perk changes
- Flamer: Damage mods now properly add damage to the Flamer
- Flamer: Most upgraded mods now require Demolition Expert as a requirement

Weapon Reload Speed Changes - Magazines
>> Each magazine now offers a specific advantage, even if it's only a small difference
- The following weapons are effected: 10mm, Deliverer, Combat Rifle, Combat Shotgun, Assault Rifle, Pipe Gun,
- Standard Magazines: Are now slower by default to try and replicate are more realistic base speed
- Quick Eject Mag is now "Rapid Eject Magazine", and are intended to always be the fastest reload speed now
- Rapid Eject Magazine: Slightly slower than before, but still feels noticibly fast over standard
- Drum Mags: Slightly slower than standard mags, but holds more ammo
- Large Mags: Hold more ammo, but as no reload speed change
- Quick Eject Large Mags: Slightly slower than rapid eject mags, but holds more ammo

NPCs
- The lowest level Bloatflies are easier to kill now, and do less damage
- The lowest level Molerats are harder to kill, but they do less damage
- Deathclaws can no longer be knocked down or disintegrated
- Protectron limb damage is rebalanced
- Legendary Protectrons now give double xp, and have improved perception and damage

NPC Weapons
- Miniguns now drop bonus ammo for 5mm
- Damaged missile launchers drop damage missiles
- The damaged weapons NPCs can roll do slightly less damage than normal weapons (this gives some variety and shows that maybe their weapon was already in poor condition to begin with)
- Gatling Lasers can drop as damaged and their scrap gives both heavy and laser parts
- Gauss Rifles can drop as damaged and their scrap gives both heavy and rifle parts
- Gauss Rifles can roll bonus ammo now
- The Gamma Gun now has the proper critical damage ranged weapons usually have
- Submachine Guns have their own damaged weapon junk items
- Most BOS NPCs can roll damaged weapons now
- BUG FIX: Some NPCs were incorrectly rolling automatic weapons too often

Survival / Misc
- Ultra RadAway no longer causes immunity suppression, but requires extra materials to craft
- The "Rested" buff should now properly disappear when you are Tired, etc.
- Dirty Water bottles are worth 0 caps now
- The names of wild plants should now better match the wild fruits/herbs that get picked from it
- Decontamination archs in the world no longer work (this should have been disabled a long time ago)
- Decontamination archs in the world will grants +100 rad resists for 5 minutes
- The Horizon loader message now displays a proper looking version number
- [BUG FIX]: Fixed a bug that was preventing psycho from applying the property listed damage boosts

Installation
- Some of the core addons are moved to the same page as the difficulties
- A new addon called "Scavenger" will give increased ammo, but is only recommended for players who are absolutely having a hard time with the standard balance

Patches
- Homemaker patch now supports version 1.53
- Crossbows can now be crafted, and are no longer sold on vendors
- Raider overhaul: Chainsaw damaged is reduced

Update v0.999e

This will probably be the last pre-patch, unless I need to hotfix something quickly. Mostly all the core things I wanted finished up for 1.0 are done now.

Since Nick's signature weapon seems to be working well, I've expanded the companion weapons to fill them out.

New methods of breaking into locks is here. I've wanted my own method of alternatives to lockpicking for a long time now, and finally got to it.

I do plan on adding an immersive in-game method of finding magazines in the future, as I don't want you to feel like you have to use the wiki to find them. I also plan on adding more sources to gaining ranks outside of just magazines alone. Keep this in mind.

If you can help test these out, to make sure there's no glaring problems, that would be greatly appreciated!

(NEW) Lock Breaching
- There are 3 new devices used to break locks
- Some devices take a few seconds to perform their actions
- When a device is activated, the lock is unusable until the device is finished
- All devices make loud noises, and aren't supposed to be a stealthy way to open locks
- The low grade version of each device is for Novice/Advanced locks
- The high grade version of each device is for Novice/Advanced/Expert/Master locks
- The system will always try to use your low grade devices first on lower lock difficulties
- If you have no low grade devices for low level locks, it will then use a high grade device
- Each recipe requires different ranks of "Recipe: Safecracker" which is advanced by finding Tumbler magazines
- Some devices can rarely be found in loot
- There's 1 explosive charge in the Sanctuary cellar crate as an introduction to the devices
- NOTE: Upon breaking into doors that zone into other areas, the act of animating the door automatically zones you inside (same as normal lockpicking)*
- NOTE: when more methods of adding Safecracker ranks are introduced, the requirements may increase

*I may try to see if there's a way around this, without losing the door animation. I never liked how even normal lockpicking does that too.

(NEW) Explosive Charges:
- Used to break the locks for any type of container, safe, or door
- This option is accessed while sneaking
- After the charge is set, a small explosion occurs after 5 seconds (doors have a larger explosion)
- Explosive Charge works on for Novice/Advanced locks (requires Safecracker rank 1 to craft)
- Explosive Charge II works on for Novice/Advanced/Expert/Master locks (requires Safecracker rank 4 to craft)
- Explosives are not guaranteed to break safes, but do have 100% chance on doors and regular containers
- Using explosives on safes scale based on the lock difficulty and the grade of charge you're using
- Ex: you have a 50% chance to crack an Advanced safe with a low grade charge (100% chance with high grade charge)
- Ex: you have a 50% chance to crack an Master safe with a high grade charge (75% chance on an Expert safe)

(NEW) Locksmith Tools:
- A brute force method of breaking out the lock from doors and normal containers
- This option is accessed while standing
- Locksmith tools have a 100% chance to work, but can't be used for safes
- Takes 4 seconds to smash the lock (sparks and sound effects occur every second)
- While smashing the lock, your character is unable to do anything else
- Locksmith Tools work on Novice/Advanced locks (requires Safecracker rank 1 to craft)
- Locksmith Tools II work on Novice/Advanced/Expert/Master locks (requires Safecracker rank 3 to craft)
(I may add character animations in the future)

(NEW) Autodialers:
- These devices are used to specifically break into safes by finding the combinations
- This option is accessed while standing
- These devices have a 100% chance to work, but only work on safes
- Every 4 seconds, it will figure out one of the combination numbers
- Upon completing the last number, the device burns out
- Autodialer MK I works on Novice/Advanced locks (requires Safecracker rank 2 to craft)
- Autodialer MK II works on Novice/Advanced/Expert/Master locks (requires Safecracker rank 5 to craft)

(NEW) Companion Signature Weapons (Legendary)
>> These weapons can only be used by specific companions, since they're the only ones to regenerate each ammo type
- Each companion regenerates a different amount of ammo per 4 hours of game time (Timescale addon = 2 hours)
- Each companion has a different maximum amount of ammo they can hold
- Each companion weapon has a legendary property
- Every weapon can be fully modded using crafted/purchased mods (the same mods as those same standard weapon types use)
- The legendary properties do not display in the crafting window, but you can see them in your inventory
- Recipes will not appear in the Weapons Lab until the companion is recruitable
- Recipes also require select ranks of the perk Recipe: Friend or Foe (Live and Love magazine perks)
- (Don't install receivers that use a different ammo type, as the companions will not regen that new ammo type.)

Caravan
>> Caravan supply kits have been slightly rebalanced
- Each kit now adds +40 supplies
- Each kit requires some additional materials now
- Adding supplies only has 1 option per type now (+40 supplies)
- The "Contracted Work" version of the supply kit is back on the Robotics Lab again
- The "Contracted Work" supply kit requires extra crops and a flare
- The "Contracted Work" supply kit requires the perk Recipe: Tricks of the Trade rank 2 (from Junktown vendor magazines)
- The caravan supply costs for using caps is doubled (caps was not supposed to be an easy way to gain supplies)

NPCs
- Many average NPCs will no longer roll automatic weapons until higher levels
- Legendary Raider Wasters now have the same bolt-action rifle that regular Wasters have

Gunners
- Gunners that were supposed to roll automatic weapons can now roll them
- Gunners can now roll weapons that are damaged

Loot
- Damaged Heavy Weapons now drop more parts for each scrap item
- Damaged Heavy Weapons now have a greater chance to drop as "damaged" or "disabled" (like other weapon types have)
- [BUG FIX]: Mirelurks should properly drop the quest item in Far Harbor (I also tagged that item as a [Quest] item now)

Ammo
- DLC weapons that use 7.62 and .45-70 were converted to use Horizon's framework ammo
- All loot/vendors will now sell the new 7.62 and .45-70 ammo, and not the DLC's version
- Existing DLC ammo is no longer useable considered "Damaged", but can be scrapped for crafting mats
- The recipe to scrap damaged ammo does not require any perks, and only appears in the Weapons Lab if you have ammo on you

Perks
- [BUG FIX]: Heavy Gunner has a few bugs that needed fixing
- [BUG FIX]: Rad Resistant was giving the vanilla values instead of the ones I put in the description

Tags
- Added missing power armor loose mods

(NEW) Raider Overhaul - Compatibility patch
- All items are tagged
- All raiders are given Horizon's scaling stats, health, and balancing
- Some raiders are a cross between RO and Horizon, in terms of the weaponry/grenades/items they carry
- All loot entries are balanced for Horizon
(NOTE: this isn't an easy patch to fully test out, so let me know if you notice any problems)

Compatibility Patches
- Survival Widgets Patch: Fixed a bug that was missing part of Neanka's code for Adrenaline
- Crossbow ammo is moved into IMPORTED AMMUNITION

Update v0.999d

This update contains a few misc things that I've been wanting to finish up before v1.0.

It contains changes to greatly smooth out the usage of medical supplies. These changes look small, but they really make the entire healing system feel polished now.

Also take note of the Weapons Lab, as all ammo/weapon/explosive recipes are moved here now.

Bandages/First Aid Kits - All bandage items share a cooldown for the duration of the heal before you can apply any bandage-type item again
- Damage taken increased by +20% for the duration of the heal
- Reduces AP by ~40% for the duration of the heal (slightly reduced from before; scales based on amount healed)
- Will now continue to work after you engage in combat
- Still can only be first applied outside of combat
- Will now properly display the healing/debuffs in the description at all times (it no longer bugs out when trying to use it in combat)
- Medicated Bandages can be crafted with either Medic rank 1 -or- Recipe: Medical Knowledge rank 7

Combat Stimpaks
- All stimpak types share a 50 second cooldown (separate from bandages)
- Stimpaks leave you vulnerable to radiation while healing (-100 rad resists; scales based on amount healed)
- Will properly display the healing/debuffs in the description at all times
- Ultra Combat Stimpaks now heal over the same duration as regular stimpaks (i.e. faster)

(NEW) Weapons Lab
>> A new crafting station that contains all ammo and weapon recipes now
- All ammo and ammo scrapping recipes are moved here
- All grenade/mine/trap recipes are moved here
- All weapons and companion weapons are moved here (used for weapon mods too)
- There's a Contracted Work menu for ammo here as well
- There's no requirements to build a Weapons Lab
- The materials to build a Weapons Lab are fairly simple

Cargo Bot
- (NEW) The Cargo Bot now has it's own inventory (not the scrap storage anymore)
- When the Cargo Bot leaves, it will transfer all the items in it's inventory into the Scrap Storage
- The Cargo Bot's inventory does not have any item restrictions (which means you can now drop armor, weapons, etc. into it)
- The device to call the cargo bot has a 90 second cooldown now
- The device to call the cargo bot can longer be used in combat
- [BUG FIX]: The Cargo Bot should properly "stealth" in and out (I must have broken this awhile back)

Settlements
- The Scrap Storage no longer has any item restrictions
- The Resource Manager can now queue up to 5 work orders per settlement

Companions / NPCs
- Using an injector to heal a companion should (hopefully) always work now
- NPCs that can use injectors as stimpaks, will now heal for the default stimpak value
- Minutemen now have their own stats, instead of using raider templates

Water
- [BUG FIX]: Drinking dirty water from certain sources should now give the proper radiation per drink

Containers / Loot
- "Clean Ammo Boxes" now use the clean looking ammo box mesh
- The glowing loot that Hunters can get from glowing creatures, is now guaranteed but only rolls 1 random item from the list

Travel
- Using the Caravan Hub (or any fast travel), will now advance time 2x slower.

(NEW) Timescale Addon
>> Keep in mind that some of the values aren't just reduced in half, since sleeping still passes the same amount of game hours
- The timescale is reduced in half to 10 (instead of 20)
- Sleep deprivation debuffs are more severe (doubled in most cases, since being awake is always half the time)
- While sleeping, hunger/thirst now advance at normal rate (was 75%)
- Food/thirst advance at 1.5x the normal value per hour
- Vendors respawn every 5 days (instead of 7 days)
- Resource Manager production occurs every 18 hours (instead of 24 hours)

Update v0.999c

This small patch adds a save game feature and a large overhaul to the Caravan Travel system.

Instead of waiting for v1.0, I'd like to give players a chance to try these mechanics out immediately.

These features are very new still (I just made the save game thing today), and may need some testing. So if you're not willing to try them yet, wait until the next update. From my testing so far, both seem to be working well.

(NEW) Portable Memory Device
>> This device allows you to save your game by storing your memories
- Consuming this device will save your game (it's a real save too, not an autosave)
- Grants a "Memory Drain" debuff that lowers your INT by -2 for 3 minutes
- Cannot use the device if you have a Memory Drain effect already on you
- Cannot use in combat
- Can be constructed from the Robotics Lab via the DEVICES or CONTRACTED WORK tab
- The normal recipe requires Science rank 3 (this is temporary and will probably change later to possibly a magazine perk)
- The Contracted Work recipe requires additional materials and caps but does not require any perks to craft

(NEW) Caravan Travel Overhaul
>> The Caravan Travel has been overhauled to balance and smooth out the system better over an entire playthrough
>> NOTE: If your existing caravan hub says it has 0/0 supplies, just store it and place a new one (this might happen for DLCs)
- Up front, the caravan system is easier to use now, but requires more supplies based on how much you use it
- The Caravan now has a supply system required to use it (similar to fuel in the Resource Manager)
- You can stock the caravan with a set amount of supplies that will allow you to take multiple trips
- The maximum amount that you can stock is increased by having Successful Settlements through the Command Table progression
- There's now a sub-menu on the main menu that allows you to choose which supplies you wish to stock it with
- Each kit/unit gives +20 supplies minimum, but an option can be choosen to also input +100 supplies at a time
- The supplies are global for the entire caravan system at any location, and don't require you to stock individual hubs
- Stocking the caravan has multiple options: Supply kits, Caps, or Weapon Crates (crates N/A yet)
- The menus display how many supplies the caravan has, and the amount of caps/kits you have on your character
- The distance that you travel consumes scaled supplies (ex: Sanct to Abernathy is 2 supplies, Sanct to Castle is 9 supplies)
- The distance traveled caps out at 10 supplies maximum
- Traveling to other zones (Home Plate, to the DLC areas, etc.) will always consume the maximum supplies (10)
- The Caravan Hub can only be used if there are enough settlers in the settlement to maintain it (currently set at only 3 settlers)
- Home Plate is the only settlement that does not require settlers to use the Caravan Hub
- Building a Caravan Hub now only requires basic building materials (no crops/water.. and doesn't use a kit)
- Caravan Supply Kits can only be crafted by Local Leaders now (non-builders will need to pay caps or weapon crates to travel)

Crafting
- The 5.56 ammo recipe will now appear properly
- Ingredients for filters were simplified and tweaked to keep the ingredient list smaller

Loot
- (NEW) Mailboxes have a chance to have an "Unopened Pre-war Parcel" which can contain clean pre-war items
- Specific places that had entirely too many purified water bottles laying around, were either removed or set to not respawn
- When an NPC drops a damaged pipe gun (.38), there's a chance it won't have any ammo*
*(This may be extended to all weapons if it tests out fine.)

Vendors / Items
- (NEW) Crops on all vendors are now only sold in "Bundles" (the amount varies based on the type)
- All individual crops are lowered in value
- The Warwick farm vendor now sells some appropriate crops like other farms do
- Many valuables are changed in value
- Regular cigar boxes are lowered in value, but the rare Sunlights are still very high
- Regular cigaratte cartons/packs are slightly lowered, but undamaged ones are still higher

Weapon Parts
>> Weapon parts have been rescaled to give been control over recipes and scrap
- Full weapons = 6 parts
- Disabled weapons = 5 parts
- Damaged weapons = 3 parts
- Destroyed weapons = 1 part
- All recipes have been scaled up to use the same current ratio of parts
(Sorry if you already had a large stock of parts, but I want to balance this sooner rather than later)

Weapon Mods
- "Two-Shot" is converted to "Advanced" and does +20% damage with no additional projectile mechanics
(This property was already disabled from rolling, but can still be found in weapons like the Overseer's Guardian)

Companions
- Companions will no longer trigger tripwires
- Companions now have some poison resistance
- Preston, Ada (and other robots), and Gage now properly won't take falling damage like other companions
- Ada and Longfellow have the property confidence AI level again

Update v0.999b

NOTE: You should save your magazines from now on just in case. Store them in a box/rack in some settlement, or just carry as they have 0 weight (using the sub-menus in DEF_UI they're pretty much out of the way like a keyring anyway.)

Magazines are now worth 0 caps value. I did this for 2 reasons: - #1: You should hold onto them as backups in case I need to tweak this magazine system again
- #2: So that players who want to collect/display them, aren't feeling like they're losing out on caps by not selling them

(NEW) Magazine Recipe Perks
- A brand new system has been created to track magazines after you read them
- If you already have some of these magazines, simply re-read them to gain credit for each one
- Each magazine grants +1 rank in it's associated recipe perk
- Ranks can be gained from other sources too such as Guides or Books (currently none exist yet)
- Every recipe perk has 10 ranks (even if there are more or less than 10 magazine issues)
- This allows me to have any perk rank assigned as a requirement for any crafting recipe
- These recipe perks allow you to learn recipes/schematics via exploration, instead of just having everything based on leveled training
- 15 Magazines/Perks are currently supported:
- "Recipe: Ballistic Ammunition" = "Each rank will allow you to craft a different type of ballistic ammunition." - "Recipe: Energy Ammunition" = "Each rank will allow you to craft a different type of energy-based ammunition." - "Recipe: Survival Skills" = "Each rank will allow you to improve your survival skills." - "Recipe: Medical Knowledge" = "Each rank will allow you to improve your knowledge of anatomy and medicine."
- "Recipe: Crush your Enemies" = "Each rank will allow you to improve your skill with modifiying melee weaponry." - "Recipe: Covert Operations" = "Each rank will improve your skill with eluding your enemies."
- "Recipe: Tricks of the Trade" = "Each rank will improve your knowledge of bartering."
- "Recipe: Fact or Fiction" = "Can fictional literature really teach you new things? We shall see.."
- "Recipe: Friend or Foe" = "Each rank will improve your social skills with friends.. or foes." - "Recipe: Safecracker" = "Each rank will improve your knowledge of lockpicking." - "Recipe: Inconceivable" = "Applying comic book tactics to real life? Sure, why not!" - "Recipe: Architect" = "Each rank will allow you to build new structures."
- "Recipe: Hack Attack" = "Each rank will improve your skills with hacking technology."
- "Recipe: RobCo Secrets" = "It is said that RobCo has hidden secrets inside of their video game code. Let's find out what's in there.."
- "Recipe: Urban Artist" = "Each rank improves your skills with creating art." (Most of these perks don't do anything yet, but they'll be added to over time.)

Ammo Crafting Recipes
- Ammo crafting recipe requirements are redesigned to use the new perks
- Ammo crafting will now show the actual rank number you need for each recipe

Ammo Loot
- The highest ammo rolls on bonus ammo and scrounger are reduced
- Ammo in Ammo Boxes are lowered/rebalanced to fit with the newer ranges of bonus ammo better
- "Clean Ammo Boxes" now have a consistent amount of total ammo, but types of ammo are random
- Standard Ammo Boxes will give a better minimum amount of ammo, but won't have a random chance to roll so high
- Raider-style "Damaged Ammo Boxes" still roll very random, so they can have very little to moderate amounts of ammo
- Advanced/expert/master locked ammo boxes give a more consistent ammount of extra ammo
- NOTE: Standard/Raider ammo boxes can still roll junk with no ammo

Version 0.999

**INSTALLATION NOTES**
- Again, make sure you try to remove any buffs/debuffs from your character before upgrading to prevent weird stat changes
- DEF_UI: There are updates to the DEF_INV.xml files, make sure those are overwritten
- Horizon includes the "hc_manager.pex" file manually again. Overwrite this file if there is already one there.
- When you load a save game, it briefly says if Horizon's survival manager is loaded (it may disappear very quickly though)

(NEW) Sanitized Water
- Does not contain any chance of illness, but still gives radiation
- Requires roughly 2 bottles per 8 hour thirst level (as opposed to 1 purified or 3 dirty water)
- Can be crafted at the Cooking Station, and produces 4 bottles at a time (Does not require any perks)
- Requires dirty water, antiseptic, cloth, and 4 Clean Bottles to craft
- Clean Bottles can be obtained when consuming purified/sanitized water, or crafted, or purchased from some vendors

(NEW) Clean Bottles / Dirty Bottles
- Existing "Clean Bottles" are now "Dirty Bottles", because they were primarily used with filling bottles at dirty water sources
- These new Clean Bottles will not be wasted when filling bottles from dirty sources
- The new Clean Bottles are replaced in vendors (they won't update until next cycle)
- You can craft Dirty Bottles for cheaper ingredients than Clean Bottles
- You can still use any random bottle to fill dirty water, but the "Dirty Bottles" won't be scrapped by accident
- When consuming Purified or Santized Water, it will refund you the new Clean Bottle now

Crafting
- (NEW) There's a new category in the Robotics Lab called "DISASSEMBLY", which has recipes to break down items
- (NEW) A new antiseptic recipe to distill a large amount of standard beer into antiseptic; requires Party Boy/Girl rank 1
- All hard alcohol recipes to create antiseptic rebalanced
- Water Filters can be crafted with either Surivalist Rank 3 -or- Technologist Rank 1 (and contracted work still)
- "Filter Module" is renamed to "Purifier Filter Module" just to make sure it's not misclicked
- Filter Modules can be crafted with either Science Rank 2 -or- Technologist Rank 2
- Large Purifers no longer have a requirement to build (but are still limited by the filter module)
- Industrial Purifers no longer require Science to build (but are still limited by the filter module and Trailblazer)
- Clean Bottle: No longer requires Survivalist to craft, but requires additional materials
- Crafting purified water now requires 3 Clean Bottles (to create 3 waters - so it should also make it more clear)
- The Cargo Bot Caller device requires less ingredients for Robotics Experts
- Skeeto Tonic now uses the raw components, instead of a scrap junk item
- DISASSEMBLY Recipe: Fishing Rods can be broken down into their raw components
- DISASSEMBLY Recipe: Adjustable Wrenches can be broken down into their raw components

Vendors
- The food vendor in the Institute sells a few more bottles of institute water
- The food vendor in Vault 81 sells a guaranteed minimum amount of bottles of water now (instead of purely random)
- The Vault 81 doctor now has a much larger assortment of medical supplies like other doctors

Survival
- Infection: The damage tick is reduced in half when you're under level 5, and full value for level 5+
- Hunger: no longer reduces Endurance
- Hunger: charisma and luck is reduced more (hunger still also reduces healing received)
- Overencumbered: no longer reduces Endurance, but reduces Agility by 5 now
- The level-up healing removal has a few small bug fixes
- The level-up healing removal should properly reset itself each level-up, in case it was bugged

Poison Damage Overhaul

There's 3 main types of poison:
1> Venom: radscorpions, stingwings, legendary poison attacks (moderate/large amount of damage over time)
2> Poisonous Infections: molerats, dogs, radstags, bloodbugs (low damage over time)
3> Acid damage: This is short duration damage that can be reduced by poison resist, but is often not blocked by "Poison Immunity"

- Most poison damage lasts for a very long duration now, but does very small damage per second
- Poison damage scales with NPC damage multipliers from difficulty modes (same as it was)
- Low level venoms start out low, and become more dangerous with higher level enemies
- Poison damage can be cured from "Poison Antidotes" (which are purchased, crafted, or found)
- The new doctor overhaul supports curing poisons (seen below)
- Small amounts of poison resist helps quite a bit.. don't be fooled by the small numbers on food/chem/perk buffs
- The player starts with a base poison resist of 10 (this is done to balance the system properly)
- Poisonous infections have a -10 damage resistance debuff
- Venom has a -20 damage resistance debuff
- Radscorpion poison: moderate-high damage over time for 6 minutes (damage scales with each Radscorpion tier)
- Stingwing poison: moderate-high damage over time for 6 minutes (damage scales with each Stingwing tier)
- Stingwing poison: The perception/agility debuff lasts for 6 minutes
- Radstag infection: low damage over time for 6 minutes - Bloodbug infection: low damage over time for 6 minutes
- Dog infection: low damage over time for 6 minutes
- Molerat infection (not the disease): low damage over time and DR debuff for 6 minutes
- [DLC] Angler poison: moderate damage over time and DR debuff for 6 minutes
- NOTE: Infections from illnesses are not counted as poison
- WARNING: There's currently no way to cure companions of poison. I'll try to get around this next patch.

(NEW) Doctor Overhaul
- Doctors now have a dynamic system for charging you caps based on exactly what's cured and how much was cured
- This allows you to use doctors at any time without feeling like you're randomly either overpaying or getting too good of a deal
- Upon requesting a cure, a menu will pop up showing you all of your injuries and how much it will cost
- You can choose to cure everything at once, or individually cure one of: health, rads, limbs, disease/poison, or addictions
- Curing everything at once, will cure rads first so that all your health is fully healed
- Curing everything at once can potentially be more cost effective (and easier/faster to deal with)
- There's a minimum caps cost of 30 caps
- Health: 1 cap per health healed
- Rads: 0.5 caps per rad healed
- Limbs: 0.5 caps per total percentage needed to be healed
- Disease: 20 caps per disease
- Poison: 20 caps per poison
- Addiction: 100 caps per addiction (maxes at 400 caps, which was the old cost)
- The doctor fade in/out scene runs faster now
- KNOWN BUG: Sometimes clicking on "Cure Addictions" dialog option says you don't have enough caps. Just use one of the other options for now. They all go to the same place.

(NEW) Ammo Packs
- Ammo is now sold on vendors in "Ammo Packs", which contain preset amounts of ammo that vary based on type
- Values for Ammo Packs are based on average damage output of the round
- .38/10mm costs roughly the same per round as it did before, but higher calibers cost more per round now to match their damage

Vendors and Economy
- (NEW) Vendors now sell raw ingredients for crafting ammunition, explosives, and fusion cores
- Larger amounts of ammo ingredients appear on some vendors as you level
- Vendors never sell Fusion Cores, but they sell parts for them now
- Ammo on vendors has been greatly reduced
- Ammo values have been greatly reduced
- Selling loose ammo is not as profitable now, especially since you can repurpose it by scrapping them for materials
- Some loose ammo appears on vendors still, because it comes from weapons (I may try to remove this later on)
- Weapon vendors will now sell loose weapon mods and a bigger variety of them (most vendors didn't even sell any before)
- Loose weapon mods sold on vendors will no longer roll "standard" (since it's a waste of a roll)
- Weapons sold on vendors are no longer modded
- All "standard" mods are valued at 1 now, so they can't be re-sold for anything
- All loose mod values are rebalanced
- Fusion Core value has been greatly reduced (below vanilla value even.. because of the way their health works)
- The prices on unique weapons and armor is rebalanced (some are more expensive, some are less)
- The personal weapons/ammo that vendor NPCs have should no longer appear in their stock (for most NPCs, not all)
- Certain ammo types are unrealistic to be on most vendors: (you'll need to craft or loot them now)
- Cryo Rounds, Cannonballs, Alien Blaster Rounds will no longer appear on vendors
- Railway Spikes, Gamma Rounds, Flamer Fuel will only appear on appropriate vendors
- Doctor vendors: No longer sell chems
- General Stores: Has a chance to sell only basic low level ammo types
- The Slog vendor: This vendor is now setup similar to the other 3 farm vendors that I overhauled before
- [DLC] Because of the odd respawn times for DLC vendors, most DLC vendors have significantly less goods for sale
- [DLC] Weapon vendors can sell DLC ammo packs, but only have a chance to spawn them
- [DLC] Harpoons will only appear on some DLC vendors (this ammo type is expected to be crafted if you want to use it often)
- [DLC] Some Commonwealth weapon vendors have a chance to sell DLC ammo above level 8

Ammo/Weapon Loot
- (NEW) NPCs/containers have a small chance to drop a extra ammo depending on the ammo type (gives more randomness for ammo drops)
- The extra ammo chance varies based on the weapon (i.e. a submachine gun might drop more .45 ammo than a combat rifle)
- Ammo-based raw ingredients are usually more rare in containers/NPCs
- Ammo ingredients from loot randomly spawns in 4 variations of containers: full, used, damaged, empty
- Raiders and some post-war containers give the proper ammo types with Scrounger
- Gun toolcases have a better chance of having some ammo, and rare chance of having extra
- Gun toolcases can contain small bottles of smokeless powder
- When an enemy drops a damaged weapon, it now has a greater chance to be one of the 2 types that contain weapon parts
- Most weapon types are now part of the damaged weapon system
- More durable types of weapons have a lower chance to drop damaged (i.e. double-barreled shotguns will break less than laser guns)

(NEW) Ammo Crafting
>> NOTE: Don't use any other ammo crafting mods anymore, as it will probably add confusion and balance problems.
>> WARNING: Do NOT use the "Ammo Workbench" supplied by Armor Keywords. This does nothing for Horizon, and you'll just be wasting mats.
- Recipes to craft most ammo are added to the AMMUNITION section of the Robotics Lab
- Recipes to scrap most ammo are added to the DISASSEMBLY section of the Robotics Lab
- (NEW) Smokeless Powder - ingredient used for crafting ballistic ammo
- (NEW) Energy Cell - ingredient used for crafting energy ammo
- (NEW) Fusion Casing - ingredient used for crafting Fusion Cores and Mini-Nukes
- (NEW) Cryogenic Fluid - ingredient used for crafting cryo items; contained in junk like liquid nitrogen dispensers
- (NEW) Explosive Material - ingredient used for crafting explosives
- Crafting ballistic ammo requires smokeless powder and other raw materials
- Crafting ballistic ammo requires different ranks of Gun Nut and "Guns and Bullets" magazines
- Crafting ammo usually outputs 10 rounds at a time (except 5mm which is 20 rounds)
- Crafting energy ammo requires Energy Cells and other raw materials
- Crafting energy ammo requires different ranks of Science and "Tesla Science" magazines
- Crafting Fusion Cores require Fusion Casings and other raw materials
- Crafting Fusion Cores require Nuclear Physicist and "Tesla Science" magazines
- Some ammo types are also available through CONTRACTED WORK, and usually only have a level requirement
- Scrapping ammo gives different amounts of smokeless powder based on the round, as well as some other raw materials
- Scrapping ammo requires 10 rounds (except 5mm which is 20 rounds)
- Scrapping/crafting ammo is all based on damage per shot, so most recipes are balanced well
- There's a large tax for converting ammo: crafting generally takes 1.5x the material that you get from ammo scrap
- Contracted work takes 2.0x the material from scrapping, plus caps based on this scale
- Smokeless powder (and the other materials) can be found on some weapon vendors (after they recycle)
- Smokeless powder (and the other materials) can rarely be found in some containers/loot and scrapped from some junk items
- Most of the new raw materials are used in large quantities to make fine-tuning recipes easier
- A few certain scrapping recipes won't appear unless you have the items
- For balance purposes, these raw materials usually sell for 0 caps, and aren't sold by vendors individually
- Fusion Cores cannot be scrapped (unless I can find away around exploiting low core health)
- DLC Weapons included
- The only way to properly handle ammo scrapping, is to have a custom junk item for each ammo type*
*(if you really want, you can manually scrap them on the ground, but it's not a big deal if you store them in a workbench anyway)

I may make some type of in-game notebook you find, that lists the locations of the magazines, so there's a more immersive method of actively tracking them down instead of relying on the wiki.

Scrounger Overhaul
- (NEW) All weapon drops now only roll appropriate scrounger ammo for that exact weapon (it's not a generic corpse drop anymore)
- Different weapons may have a different chance to drop scrounger ammo
- Now has a chance to roll extra ammo (gives a more random amount of ammo)
- The chance to roll junk only happens on containers now
- Any source that still rolls generic random ammo gives a better distribution of ammo types depending on your level

Modding/Crafting
- All mine and grenade recipes are updated to use new the materials
- Most explosives do not require adhesives anymore to craft
- Most weapons no longer require rare materials to craft "standard" mods (you can now rip mods out easier)

Items / Junk / Loot
- Some junk items now have the new ammo crafting materials (especially ones that drop from the Technologist perk)
- Undamaged (now "Intact") Robot Cooling Units are now junk items with scrappable components
- Liquid Nitrogen Dispenser is once again a junk item
- Robot/synth Cooling Units, Liquid Nitrogen Dispensers, and Fire Extinguishers contain Cryogenic Fluid
- Robot/synth Power Units contain Energy Cells
- Many of those techy items in the institute that you wished had more purpose, can contain some Energy Cells
- Some oil cans now have more oil
- Prices on a lot of junk items were tweaked
- Some junk that was flagged for automatic component values are fixed, and should have the values I originally wanted
- All magazines now have a value of 20 (down from 100)
- Some key card misc items are set to 0 weight
- Fishing Rods are now unscrappable tools (but they can be manually scrapped in the lab)

Weapons / Armor
- 10mm Pistol: The higher tier receivers have a slight damage increase - DLC: Harpoon Gun ammo can no longer be picked back up
- DLC: Bowling Ball ammo can no longer be picked back up

Settlements
- The Commonwealth United questline should once again be "fixed" if you use the Command Table
- The resource production message should no longer display until you've used a Resource Manager at least once
- The purified bottles are once again removed from the standard workbench surplus
- The cooking fire/spit no longer has a perk requirement to build

*These DLC ranks are nothing but trouble, and for the most part useless. I'd rather rebalance the default ranks and just ditch this mess forever.

NPCs
- Super Mutant head damage is reduced to 3.0x multiplier to match most other humanoids (down from 4.0x)
- All Raider types are more aggressive again

(NEW) Hunter Trophies
- New creature parts are added to creature loot for "intact" heads/parts
- These parts usually only drop for Hunter rank 2+
- These parts are now required to build settlement trophies (instead of using meat to build a head)
- These parts can also be sold to vendors if you don't care about the settlement trophies
- This effects all DLC creature trophies

Bloodbugs
- Different types will now appear lower in levels
- Health/resists are adjusted
- Infected/Red Widow/Vampiric types are no classified as "infected", and can poison you
- Glowing Bloodbugs have very high energy resists
- Legendaries have more health/resists than normal versions
- All legendaries give double experience

Bloatflies
- Different types will now appear lower in levels
- Health/resists are adjusted
- Glowing Bloatflies have very high energy resists
- Legendaries have more health/resists than normal versions
- All legendaries give double experience

Molerats
- Different types will now appear lower in levels
- Health/resists are adjusted
- Glowing Molerats have very high energy resists
- Legendaries have more health/resists than normal versions
- All legendaries give double experience

Radscorpions
- All health is lowered and normalized better (higher level scorps no longer have bloated health)
- Has very high resistance to ballistic and energy damage
- Is vulnerable to fire, and takes 300% damage from fire
- All legendaries give double experience
- Glowing Radscorpions have extra high energy resistance
- Albino Radscorpions have extra high resistances, but take 500% damage from fire
- (NEW) Players with Hunter rank 2+ can now harvest 4 new Radscorpion parts
- Legendaries have a chance to drop some of the new parts even if you're not a hunter (if you're a hunter you get even more)

Mirelurks
- (NEW) Mirelurks have 2 new parts that drop for Hunter rank 2+
- Fixed a bug with Mirelurk loot that might have prevent some parts from dropping
- Queens now drop a few extra parts for hunters and non-hunters
- Mirelurks Hunters/Kings have their own loot table now - Health pools normalized better
- Generally has low energy resistance
- Has moderate physical and fire resistance
- All legendaries give double experience

Yao Guai
- Has high health, but low resistances
- Is vulnerable to fire, and takes 200% damage from fire
- All legendaries give double experience

Dogs
- Normal dogs (i.e. guard dogs, not mongrels) now have their own loot table

Feral Ghouls / Glowing Ones
- Can now drop bonus loot for hunters which can contain a trophy head and/or extra blood samples

Companions
- Companions will once again get up immediately after 3 seconds when you heal them (I removed the delay)
- When Preston receives a gift from someone, it should always roll something now; also has more variety of items
- Bug fix: Nick's default weapon is now fixed*
*If you're upgrading from an existing save, you may have to wait up to 4 in-game hours, and you'll see a message telling you it's fixed.

Water
- The water fountains in Vault 81 and the Institute never existed. They never.. existed.
- Swimming in water gives slightly more radiation now

Far Harbor
- All consumables had their endurance and max health buffs removed or replaced
- Robes of Atom's Devoted have been severely reduced (sorry!)
- Angler fire damage is now lower but lasts much longer (does a bit more damage total over time)
- Caltrop poison lasts longer
- The radiation damage from the Radium Rifle does less now

Nuka World
- All consumables had their endurance and max health buffs removed or replaced
- All junk weights are set to match Horizon's junk weight ratios
- Water gun ammo has no weight

Addons
- Veteran/outcast difficulty no longer has different doctor costs
- Novice difficulty gives slightly more ammo
- The outdated bulk bandage recipe was removed from Novice difficulty
- The strict carryweight addon now displays the correct description for the wrist device mods
- DEF_UI components tags: Removed the unnecessary suffixes from junk/ingredients that aren't normally placed in the world
- DEF_UI components tags: Reduced fuel items to just say "Fuel" by itself, so it's simplified and easy to spot

Compatibility: Survival Stats Widgets by Neanka
- NOTE: Make sure Horizon is loaded after this mod
- Horizon's HC_manager is automatically compatible with this mod (No patch or anything is required)
- Coded to work with up to v7
- Special thanks to Neanka for making the code to do this

Version 0.998

Resource Manager - New production changes
- Each settlement requires it's own Resource Manager in order produce resources - Each time you use a manager, it automatically "registers" the current settlement's utilities into the global resource system
- Each update gives you 3 days (3 production cycles) of "Work Orders", until you need to revisit this settlement's manager again
- You can revisit a manager at anytime to update and reset the status back to 3 days (in case you just built something new)
- Each day, the system will globally produce everything you have registered and output it to the scrap storage system
- Resources that require fuel, still require that there's enough fuel in the system (which is global)
- If there's not enough fuel in the system, it still reduces 1 Work Order from your 3 days of service
- Resource Managers are reduced in material cost to build them
- Allocating fuel can now also be added from the scrap storage too (but NOT automatically)
- The manager will now return to the main menu after performing certain functions like adding fuel

(NEW) Resource Manager - New options
- A new sub-menu that allows you to globally turn on/off each type of resource production individually
- A new button is added to check the "Work Orders" for all your settlements to see how much time is left on them

(NEW) Cargo Bot
- When using the "Call Cargo Bot" device, it now summons an actual NPC robot
- Upon using the device, the cargo bot will pop in from stealth directly in front of you after a few seconds
- Simply interact with the NPC to bring up a resource console menu
- This menu can: open the scrap storage, check work orders, view settlement stats
- The Cargo Bot will remain for 1 minute, after which it stealths out
- The Cargo Bot is friendly to the player and immune to damage
- The Cargo Bot won't attack or draw fire from enemies (if it ever does, let me know)
(more menu options may be added in the future, possibly unlocked via the Trailblazer perk)

Quest: The Commonwealth United
- Happiness requirement for "successful settlements" lowered to 70%
(there will be a higher tier questline in the future, so this is supposed to be fairly low)

Decoration - Horizon's "Pool Table (Decorated)" - I changed the way this decoration works now, and it is replaced by a new object
- Gives +20 bonus happiness
- Located under "Decoration/Statues"
- The old pool table can be scrapped for a full refund of materials

Decoration - Horizon's "Giddyup Buttercup" statue
- I changed the way this decoration works now, and it is replaced by a new object
- Gives +10 bonus happiness
- Located under "Decoration/Statues"
- The old Buttercup can be scrapped for a full refund of materials

Settlements
- Crops can no longer be damaged (this is done to avoid bugs and because crops are harder to obtain anyway)
(if you need to repair any already-damaged plants after the patch: repair them, store them, then re-plant them)

Pharmaceuticals
- The scrap count of making pharmaceuticals is 4x more now
- The value/weight per unit is 4x less now
- Recipes have been adjusted to make more accurate usage of pharms now that they can be fine-tuned better
- The 2-chem pharm recipes are simplified and evened out better
- The 4-chem pharm recipe is still the most efficient (as it was before)
- All existing "Packs" of pharms are automatically adjusted to 4x their count
- All existing single pharms are converted to a 4-pack. This item can still be used, but is considered "obsolete"
- Junk items like Aspirin give more pharms now

Survival
- Sleeping doesn't slow down hunger/thirst as much now, since Horizon is balanced on a 24 hour day
- Rads from eating crops and pre-war food has been slightly reduced

Items / Loot
- "Damaged Stimpak" junk items should no longer cause crashes when looting them
- "Out of combat" healing should no longer bug out in certain cases from the healing buff/debuff
- A few named NPCs now carry real stimpaks instead of (or in addition to) injectors
- Medkits have a better variety of medical supplies and a greater chance for untreated bandage wraps
- Quantum Nuka Cola: The description now specifies that it caffeinates AND cures lethargy
- .44's are now labeled as "Revolver"
- Some types of melee weapons were removed from Super Mutants (I want to revise this later on and fix it)
- Nuka World: Various loot was tweaked

The Sanctuary cellar
- The gold bars are changed to: 1 copper bar, 1 silver bar, 1 gold bar
- Replaced the .45 ammo with .38 ammo, and slightly more of it
- Items will no longer respawn
- More variety with the beers in there

Vendors
>> Some vendors now have a more unique feel (keep in mind they won't update until your next vendor recycle)
- All vendor respawns are reduced to 7 days (down from 10 days) [Let me know if this seems too quick]
- Teagan: sells only ammo/weapons that fit with the BoS, but sells more of it now
- Trashcan Carla: has a lot more junk, but less of other vendor loot
- Sheng: Fixed a bug with Sheng's vendor list; added a few clean bottles
- Rufus: Mainly sells tools and some misc junk
- Weapon vendors have increased amounts of ammo
- Some ammo prices were adjusted
- The prices on some shipments has been increased, since these items are supposed to be easy access to weightless bulk materials
- Shipments are more specific to the type of vendor they spawn on, and aren't always guaranteed to spawn each time
- Fuel shipments have been added to certain vendors
- Far Harbor: All vendors were rebalanced
- Nuka World: All vendors were rebalanced

Quests/Rewards
- The cap rewards for some quests has been increased
- Small amounts of caps from certain containers are slightly increased

NPCs
- Raider Scavvers are more aggressive now
- (Bug fix) Triggermen will no longer treat the player as neutral

Companions
>> The goal for companions in Horizon is to make them immersive followers, and not be able to solo combat for you by default
>> Ultimately, I would like to have all companions provide unique utilities that don't revolve around damage output
- All companions will no longer flee from combat
- Downed companions take ~15 seconds to heal and get up after being healed (up from 2 seconds)
- Downed companions take 1 minute to get up after combat ends if they aren't healed
- Out of combat healing is slower
- Fixed a bug that was not reducing companion damage like it was supposed to
- Critical effects from base weapons do reduced damage now (Codsworth's fire crits, laser crits, etc.)
- Companion base weapons no longer deal any critical hit damage bonus and don't sever/explode limbs
(More will come later. I'll tune perks to increase companion damage, and add more signature companion weapons.)

(NEW) Signature Companion Weapon: Nick's .44 Revolver
>> EXPERIMENTAL - This is a new concept I'm trying out, to give companions their own weapon upgrades that don't require micromanaging ammo
- This weapon can only be fired by Nick, since he's the only one that can find the ammo for it
- It can be crafted through the Robotics Lab under "EQUIPMENT"
- It will eventually require the perk "Close to Metal", but for testing purposes it only requires VANS rank 1 (level 5) for now
- The materials to craft it are fairly cheap, but will be increased once this item is out of a "beta" stage
- You can upgrade this weapon with any .44 mods at a weapon workbench, just make sure it's on your character at the time
- Simply pass Nick the weapon (he should automatically equip it in combat, but you can manually equip it for him)
- This weapon consumes special ammo that only Nick can acquire, and is not visible or tradeable
- While he is an active companion, every 4 hours of game time that passes, Nick will obtain 25 ammo for this
- He can carry up to 50 rounds max at any given time
- If he runs out of ammo, he should switch back to his junky starter weapon until more ammo is obtained
- (NOTE: some of these numbers may be tweaked later)

Nick Valentine
- Will take more time between shots, but is more defensive

Dogmeat
>> Dogmeat's combat goal is to harass enemies, not deal damage
- Because Dogmeat can't equip weapons, he has his own custom damage scaling based on level (starts very low at low levels)
- Dogmeat's damage is generally lower than most companions because of his combat utility (and EBF capability)
- Has slightly increased health
- Now has a small amount of starting base damage/energy resistance

Codsworth
- Will no longer flee in combat
- Because Codsworth can't equip weapons, he has his own custom damage scaling based on level (starts very low at low levels)
- Codsworth's flamethrower critical hits will no longer burn for so much damage

Curie
- Curie's different forms use different scaling adjustments now

Strong
- Now gains the same Super Mutant health regen that other mutants have in Horizon
- Strong is more wreckless, he attacks more but will not defensively block as often
- Refuses to take cover
- Often prefers melee weapons in combat

Deacon
- Takes more time between shots, but is more accurate

Settlers
>> NOTE: Only generic "Settlers" are set right now. I'll do named and misc types after this is tested out more.
- Settlers now gain +30 damage/energy resistance per rank of Local Leader you have (values may be tweaked in the future)
- Settlers have increased health
- Settlers' levels display at half the player's level

Misc
- Numerous loading screen tips have been updated

Far Harbor
- Junk items have their weights rescaled based on components
- Small various tweaks to creature health/resists
- Fog Crawlers now take 800% damage from fire (up from 300%)
- Some legendary NPCs now give double xp like other legendaries
- Some non-legendary creatures have their perception reduced
- Longfellow now has falling damage immunity like other companions
- (Bug fix) Legendary Anglers will now drop rare materials like they were supposed to

Unofficial Fallout 4 Patch
- A few misc fixes from the Unofficial Patch were integrated
- (more bug fixes will probably be integrated in the future)
- Thanks to all the contributors of the UFO4P for providing fixes for the community!

Addon Patch - DEF_UI
- The DEF_UI addon module now contains component tags (along with the icons for crafting menus)
- The majority of these component suffix tags were added by Bunfuz (thank you for all your help!)
- Tools and crafting parts are labeled as "Crafting"
- Valuable items are labeled with a "$"
- You should NOT install DEF_UI's component tags ESP file at all with this. This does everything by itself.

Compatibility Patch - Crossbows of the Commonwealth
>> REQUIRED LOAD ORDER: Crossbows of the Commonwealth -> Horizon -> Crossbows patch
- Tagging/sorting added; Bolts are prefixed by "Bolt" so they sort together
- Ammo is crafted from the Robotics Labs, under "AMMUNITION"
- Some ammo recipes are rebalanced
- NPCs cannot spawn with these weapons (this will probably be done for ALL weapon patches for consistency)
- Weapon vendors can stock crossbows and ammo (consider weapon mods as "imports" from outside of the Commonwealth)
- Legendary crossbows can still rarely drop from NPCs
- Unfortunately, re-using ammo needed to be disabled, as it trivializes ammo balance
(More tweaks may be needed in the future)

Version 0.997

(NEW) Adrenaline Injector
- NOTE: This item replaces ALL existing "Combat Stimpaks"
- This item is consumed when reviving fallen companions
- Can be used on yourself if you wish, gaining 1 stack of adrenaline
- Heals 5% leg limb damage (like the original stimpak, it's still useable as an emergency limb recovery)
- Using this item has an addiction chance that applies with the "Overdrive" addiction
- Trauma Kits still require this item for crafting
- Can be found on some human NPCs now
- Can be used by NPCs to heal themselves
- Sorting/icon is categorized under "Chems"
- Repair Kits still exist for robot companions if you have Automatron

(NEW) Combat Stimpak
- This item is technically "new", but is the same as the old combat stimpaks
- It has an animation just like regular stimpaks
- The price is slightly lower
- Combat Stimpaks will now appear more often in loot containers (since they no longer are lying around)
- These items will appear in medical vendors and have a chance to have 1 more than normal (after they restock)
- Stimpaks can now rarely appear in medkits (greater chance in locked ones)
- Stimpaks can now drop on certain NPCs (like named bosses)

(TEMPORARY) Recipe: Combat Stimpak
- This recipe allows you to convert Adrenaline Injectors for stimpaks to help transition the patch change for existing saves
- Located in the Robotics Lab under "CONTRACTED WORK"
- It requires 260 caps, 1 antiseptic, 1 pharmaceuticals, and 1 Adrenaline Injector
- This helps offset the fact that vendors need some time to respawn their stock, or to give you time to find new loot
- This recipe will probably be removed (or changed) in v0.998

Items
- Ultra Combat Stimpaks now perform a stimpak animation
- The Call Cargo Bot device now performs an animation
- Some ammo types have their weights adjusted
- Fixed a bug where the new antibiotics had no graphic
- Cerebrofusion Adapter is now tagged as a quest item
- Some component weights were adjusted
- Many junk items were lowered in weight where it was appropriate to match their component weight
- The scrap output for a few junk items were adjusted
- Pipe Gun base damage was reduced by 1 damage (it needed just a slight nudge down)
- DLC ballistic weapons are updated to match Horizon's critical hit damage

Loot
- Several containers in Vault 111 now contain some specific starting items instead of random loot
- The loot containers in the Sanctuary cellar were slightly changed around
- The vertibird minigun in concord will only give 480 ammo now (down from 1200)
- Items in medkits were tweaked; a few new junk items added for flavor
- Removed all outdoor cell edits of stimpaks, minimizing exterior edits to almost nothing
(some interior edits still remain for balancing indoor areas)

Item Sorting/Icons
- Far Harbor: Most unique items should now spawn with tags (does not effect items that already spawned)
- The default load order with the installer should put the enhanced tag module last now

Crafting
- Some crafting categories are color coded and sort to the top
- The chance to produce surplus crops from settlements are slightly increased

Vendors
- The levels that some ammo types will appear on weapon vendors has been lowered
- Some ammo will appear in slightly larger quantities at higher levels
- Sheng sells a more consistent amount of water, plus other items like filters
- Far Harbor: Using the DLC addon should have the same amounts of ammo at weapon vendors, plus the Far Harbor ammo
- Far Harbor: Because of the respawning problems with DLCs, ammo is severely limited on DLC vendors

Super Mutants
- (NEW) Super Mutants now have a very small health regen (adds a new twist to fighting them and matches their lore)
- Resist scaling slightly increased so that NPCs scale up better
- Base resists on higher types is increased

Raiders
- Most raider types should be more offensive now, and less defensive
- All raiders have a small increase to health
- Survivalist: Has a moderate chance of carrying (and using) Adrenaline Injectors to heal themselves
- Survivalist: Has increased base resists

Diamond City - Home Plate
- Purchasing Home Plate now costs 950 caps and the price will properly display in the dialog
- The dialog option will now specify if you can or can't afford it

Companions
- When reviving a companion, it consumes 1 Adrenaline Injector*
- All companions are now immune to falling damage
- Hancock should seek cover more often when using a ranged weapon
*It still says "Stimpak [companion]" when you use it.

Perks
>> Sorry, but Bloody Mess having a forced cosmetic attribute tied to a sizeable damage boost needs to change
- Bloody Mess rank 1 no longer provides a damage bonus (this is now a cosmetic-based perk - I may add more to it later)
- Bloody Mess rank 2 and 3 are removed (you might still retain these if you already took them)
- Strong Back rank 4 now also gives "When overencumbered, running costs 50% less action points."
- DLC: Strong Back rank 5 is removed

Optional Addon - Strict Carry Weight
- The Strong Back perk should function with this module now
- The default load order with the installer should put it last now

Patch - Armorsmith Extended
- The Armor Keywords "Ammo Bench" is now grouped last with the other benches in the workshop menu

Version 0.996

Resource Manager
- Until I can fix the resource manager bug, water sources have a small chance to produce purified water bottles into the workbench again

Weapon/Armor/Clothing Tagging (Default version)
>> PLEASE NOTE: Existing items will not be automatically changed.
>> If you want the new tags/names, just drop the item on the ground and pick it up (a few items require modding to work)
- All weapons, armor, and clothing now has tagging (and icons in DEF_UI)
- By default, armor will sort in very generic categories. Legs are just "legs" and not right or left.
- While some clothing can be sorted into hats/goggles/etc, half of them can't, so I just group them in 1 clothing category
- Most unique named items should be tagged (but this only works when they are first looted)
- Weapons are sorted by categories (pistols, rifles, energy weapons, etc.)
- DLCs are supported
- (There's bound to be some items that I missed, just let me know)

(NOTE: When you drop items, be careful with rings, as they are really hard to find on the ground.)

Enhanced Armor/Clothing Tagging (Optional Addon - Recommended)
- This version is an optional addon that will give you better and more detailed sorting and icons
- Requires the "Armor Keywords" mod
- Right and left legs/arms will properly be separated and sorted by slot
- Helmets/masks and other clothing slots are sorted much better
- Support for Armorsmith Extended cosmetic items

Super Mutant overhaul (first stage)
>> Overall Super Mutants are more consistantly tough at all levels (tougher at low levels, but no longer health sponges at high level)
>> NOTE: Existing Super Mutant spawns will automatically be updated with resist/damage scaling, but not health pool changes
- Health pools (for most) are normalized
- Now automatically scales resistances and damage output with levels
- As you level up, instead of getting the same level-grade of mutants all the time, you will get random types
- Head damage now takes 4.0x damage (this offsets the very strong body/limb durability)
- Arms/Legs only take 0.75x damage (down from 1.0x)
- Crippling the limbs of Super Mutants requires a lot more damage (this was already in from v0.993)
- Rifle-based mutants who carry a melee weapon too, will generally carry only smaller ones now (i.e. no sledges)
- More variety for generic rolled melee weapons
- "Minigun boss" variants have extra health/resists and give more XP
- Legendaries have extra health/resists/loot and give more XP
- (Only a few types are being detailed at first, more variety will come the next patches)

(NEW) Nightkin / Nightkin Master
- A replacement for Grade-4 and Grade-6 melee Super Mutants
- Uses stealth, but only while moving
- Has lower health/resists than most mutants (they're supposed to be weaker due to excessive stealth boy usage)
- Does high bonus damage
- Drops a Depleted Steath Boy that can be scrapped
- (no special skin texture yet - if I can't get one, I'll make my own to match the New Vegas look)

Super Mutant Enforcer
- Most rifle-based Enforcers are armed with bolt-action rifles
- Has a more cautious AI
- More accurate when firing, higher chance to seek cover
- Higher energy damage resistance than most

Companions
- All companions now have added resistances that scale up with the player's level
- All companions now deal only 50% damage
- The inspirational perk no longer adds damage
- The inspirational perk now adds twice the resistances
- Deacon/Piper/Preston/Hancock are now more cautious in combat
- Curie now has the proper sneak/inspirational perks
- Curie's 2nd form is no longer immune to poison
- Nick no longer comes with 2 packs of cigarettes
- Deacon no longer comes with 2 stimpaks
- Far Harbor: Longfellow now has proper sneak perks

Settlements
- The Command Table will now force "The Commonwealth United" quest to advance if it's either stuck or waiting on the timer
- Fixed some vanilla bugs with scrap objects (thanks to fireundubh for noting all those)

Level-Up Healing Removal
- It should fix itself upon leveling up (in case an older version of Horizon made it get stuck)

Difficulty Modes
- Horizon is now mostly compatible with using it in non-survival mode (in case someone really wants to)

Version 0.995

Synths
- Synth spawns now start at "Synth Strider"
- Synths now have scaling DR/damage on top of their level-based stats
- Rebalanced health of all synths
- Synth arm health is doubled (the vulnerability was disabling limbs a little too easily)
- Legendary and normal versions are close to the same stats
- The different types of synths will appear sooner as you level

Synth Patroller
- Emits low radiation if you stand too close to them

Synth Seeker
- Armed with a sniper laser rifle and shock grenades (new)
- (NEW) Has the ability to become stealthed while standing perfectly still
- Uses more cautious/defensive AI

(NEW) 10mm Cryo Rounds
- Crafted in the Robotics Lab under "AMMUNITION"
- Only drops from NPCs that happen to roll a cryo mod in their 10mm pistol

Cryolator
- Uses real frost damage (unresistable by most NPCs)
- The amount of hits it takes to freeze a target is increased
- Reduced damage per second / No base critical damage bonus
- The overly-exaggerated recoil was basically removed (acts more like a Flamer now)
- Crystallizing Barrel: Damage reduced

Ammo
- .38 and 5.56mm rounds slightly increased in value

World Items (items that are placed by default in the game)
- Reverted the stimpak changes in the following areas to avoid compatibility problems: Red Rocket, The Slog, Finch Farm
- A few more stimpaks were removed from the world (indoor areas), in places that had too many in one area
- Some stimpaks were set to no longer respawn

Loot
- Fixed a bug that was preventing all the items to spawn in the "starter" medkit in sanctuary
- Added bobbypins to a few loot containers

Items
- Liquid Nitrogen Dispensers are now considered crafting ingredients
- Empty Dispensers can now drop as junk

Companions
- Codsworth now gives a random tool for his gift
- Piper gives a wider variety of pre-war food as her gift
- Danse does significantly less damage while in the Arcjet quest (he still retains the temporary high DR though)

Legendary Properties Changes
- Berserker: Fixed a bug where it was reducing damage instead of increasing it
- Junky: Increases damage by 4% per addition (up to 11? additions)
- Furious: Increases damage by 4% per hit (up to 10 hits I think?)
- Acrobat: Reduces falling damage by 25%
- Never Ending: No longer spawns on items (existing items will still remain)*
*This property doesn't balance well with certain weapons, it just needs to be removed

Player Movement
- While having a weapon out, strafing and backpedaling speed is slightly reduced
(This was actually done in 0.994 but I forgot to note it)

Weapon Naming Conventions
>> If you want to update your unnamed weapons with the new names, either drop/pick up them or mod them
- Reorganized the entire weapon naming convention so it actually sorts in categories now
- Name = Base Weapon (Ammo) (Receiver) [Auto] "Legendary Property" - Barrel/Mag [Scope]
- Weapons that can have different ammo receivers, will now always show the ammo type right after the base weapon name
- Long drawn-out suffixes were shortened
(Optional addon for tagging and icons for weapons/armor will come soon.)

Settlements
- Attack Warning Messages: Fixed a bug where I forgot to set some of the attack messages to be a pop-up box

Version 0.994

Bartering
- The best buying price is now reduced to 1x value
- The worst buying price is now reduced to roughly ~2x value
- It takes less charisma now to reach the best buying price (this may change in the future if I can fix it)
- Selling remains roughly the same, in which the maximum selling value is 0.5x as usual

Water Production
- A major bug was fixed with water units in the resource manager
- The output requirements are lowered to 10 units per bottle (which is 1 medium purifier per bottle)
- The limits and fuel requirements still exist, but it's easier now to get some bottles into production earlier on

Level-Up Healing Removal
- A new method of the level-up healing removal is being used now
- I personally didn't see any problems with the old version, but this is slightly more efficient

(NEW) Fire/Burning Damage changes
- Fire-based weapons now use real fire damage (instead of energy)
- Fire-based weapons now apply a much longer duration burning effect
- You can now realistically burn to death even after your target is dead
- You can now remove burning damage by using any bottle of water (dirty or clean)
- Gaining Fire Resist is extremely limited
- Fire damage often does very small ticks of damage, so very small amounts of fire resist works well
- Some NPCs can actually be vulnerable to fire damage (taking above the normal unresisted damage)
- Some NPCs are heavily resistant to fire damage

Flamer (redesigned)
- Now does pure fire damage
- Damage per hit reduced
- Applies longer duration fire damage over time - 2 damage per second for 30 seconds
- Can only be resisted with fire resistance

Armor
- Asbestos Lining: Changed to +4 Fire Resistance
- Power Armor Chest Pieces: Has +5 Fire Resistance by default
- Ballistic Weave is reduced to: 20/30/40/50/60 DR and 10/15/20/25/30 ER (Sorry, you knew it was coming..)
- BioComm Mesh: Fixes description to match the value that was set a few patches ago

Body Part Vulnerability Changes
- I'm trying to reduce living NPCs' heads being severed on death so easily (I need to test this more)
- Feral Ghoul head damage increased to 3.0x

Enemy Scaling
>> I'm designing a new balanced system to allow specific enemies (usually humans) to scale better with your level
- Base Damage/Energy/Radiation/Fire resists can scale based on the player's level
- Enemy damage can scale based on the player's level (the damage bonus is fairly low for now, it may increase later)
- Equipped gear still rolls based on NPC level (same as before)
- Health does not scale
- Unfortunately, XP does not scale (I'm trying to figure out if this is even possible)
- The first enemy to use this system will be Raiders
(NOTE: Enemies that are already spawned in your game will not be updated.)

Raiders
- All raiders now use level scaling for DR and damage output
- AI: Some tweaks to raider offensive behavior
- Psychos: Even with the scaling, they still get +15% damage and 15 DR from being drugged up
- Wasters: Now uses pipe bolt-action rifles, and the AI is more cautious and defensive
- Pyros: Increased damage resistances, can throw an extra molotov
- Legendary raiders are now named which type they are
(NOTE: Raiders that are already spawned in your game will not be updated.)

Dogs
- AI: Dogs will flank around the target for less time

Synths
- AI: More offensive in larger groups, more defensive solo, will dodge more attacks, much higher accuracy
- High resistance to fire

Vendors
- Some doctors can now sell a few additional medical junk items (aspirin, untreated bandages)
- The Graygarden vendor now sells crops

Loot
- Bandages now have a very low chance of dropping in some medkits
- Raider-based ammo lists will drop more appropriate ammo types
- Flamer Fuel drops slightly less
- Basic antibiotics can now drop in some medkits or on medical vendors
- Non-preserved cigarettes reduced in value

World Items (items that are placed by default in the game)
- Some stimpaks were removed from the world, in places that had too many in one area
- Trauma Kits replace some stimpaks (for example: in the front of Red Rocket, and inside Vault 111)
- Bandages replace some stimpaks

Food
>> As requested, I've added more variety to cooked meals. This allows you to mix and match food better at low levels.
>> The full sized skill-based meals are still more worthwhile per ingredient.
- Mutt Chops are now "Mutt-Kabobs", gives increased value, and it's buff is increased
- Mole Rat Chunks are now "Mole Rat Stew", gives increased value, and it's buff is increased
- Grilled Radstag is now "Radstag Roast" and gives increased value
- Ribeye Steak is now "Marinated Flank Steak", and it's buff is increased
- (NEW) Mutt Chops - a recipe that only requires less meat, but is worth low value
- (NEW) Mole Rat Chunks - a recipe that only requires less meat, but is worth low value
- (NEW) Grilled Radstag - a recipe that only requires less meat, but is worth low value
- (NEW) Ribeye Steak - a recipe that only requires less meat, but is worth low value
- Squirrel Stew is greatly increased in value (to match it's ingredients)
- Iguana Soup is increased in value (to match it's ingredients)

Workshop Crafting
- The crafting stations are ordered better, so that the Robotics Lab appears first under "Crafting Stations"

Perks
- Hunter: (BUG FIX) - The damage resistance should now apply properly at rank 2 and for the right values per rank

Corpse Despawning
- Slightly reduced what I increased for corpses

Nuka World
- The Nukalurk Spawns will no longer drop meat like full sized Nukalurks

Version 0.993

Survival
- Icons: (NEW) Debuff icons display different colors based on their stages: yellow (1st), orange, orange, red, red (last)
- Icons: Infection/Weakness = Red, Parasites/Lethargy = Orange, Fatigue/Insomnia = Yellow
- Icons: The highest color should override (red, orange, yellow)
- Icons: Beneficial buff icons will remain as the normal UI color
- Sleep: (NEW) Being "Rested" now grants you a small healing bonus when using healing items (such as bandages and stimpaks)
- Sleep: (NEW) Each Sleep stage now reduces the amount of XP gained by 5% per stage
- Hunger: (NEW) Each Hunger stage now reduces the amount of healing you can receive from healing items - Hunger: (NEW) Eating cooked food while hungry no longer blocks the buff you would get from it
- Hunger: Requires 1-3 cooked meals or roughly 6 "poor quality" meals per day (which is less than before)
- Hunger: Smaller cooked meals are now a roughly 3 meals a day (down from 4 per day)
- Hunger: Some medium and large meals are slightly increased in value, to accomodate a few extra hours after the first stage
- Hunger: Stage 2 and above now requires less food to get "out" of each stage, creating a smoother curve
- Thirst: The 1st stage of thirst only requires 1 purified water bottle or 3 dirty waters now
- Thirst: Requires roughly 3 purified bottles or 9 dirty waters per day (3 x 8 hours)
- Thirst: Stage 2 and above now requires less water to get "out" of each stage, creating a smoother curve
- Over Encumbered: Removed the periodic damage (it doesn't really make any sense)

Food
- (NEW) Many cooked foods that didn't have a buff, now have a small buff
- Some cooked foods have their buffs reduced slightly, since they now gain benefit at any time
- Some foods give a better description of what is buffed
- "Food Paste" is relabeled as Pre-war food, and gives radiation
- Some pre-war food is slightly reduced in rads

Illness Cures
>> There are now new ways to cure some individual illnesses. (Antibiotics will still cure everything.)
>> NOTE: I may tweak this system more in the future, but for now it gives more options.
- Insomnia: Calmex
- Weakness: Buffout
- Lethargy: Jet Coffee or Nuka Cola Quantum
- Parasites: Atomic Scotch or Psychotats

Illnesses
- Lethargy is increased back up to -35% AP drain (up from -10%; vanilla was -50%)
- Some items now give a description that say they have a risk of illness (dirty water, glowing bloodpack)

Global Weapon Changes
>> PLEASE NOTE: Weapon damages will continue to be tweaked next patch. These may not be the final numbers.
>> NAMING NOTE: Weapon mod names are not finished yet.
- Most automatic receivers have increased damage
- Ranged weaponry has it's critical damage significantly reduced
- Most critical damage on receivers has been significantly reduced (some were [or will be] replaced)
- Mods that have critical damage now say the actual value instead of vague wording

Body Part VATS Changes
- The base chance to hit on increased vulnerabilities of most of these creatures in VATS is slightly reduced
- The base chance to hit on reduced damage areas of most of these creatures in VATS is slightly increased

Critical Damage Overhaul

Critical damage should occur because of the following situations:
1> Luck - Being lucky, you might accidentially hit a weak point on a target
2> Skill - Being skillful enough to aim at vulnerabilities even inside of vulnerable areas
3> Surges - Energy weapons could potentially be overloaded to provide extra damage at times
4> Strength - Using brute strength to occasionally add more power to your swing

Critical damage is now intended to only work well if you actually invest into it.

- Each point trained in "Luck Training" grants you +1% Critical Hit chance
- Luck from other sources does NOT give you critical hit chance (and probably never will, in order to balance the system properly)
- The base critical hit damage for most ranged weapons is now +25% damage (down from +100%)
- The base critical hit damage for most melee weapons remains at +100% (for now)
- [NOT FINISHED] Critical damage bonuses are being removed from ballistic weapon mods, and replaced with other bonuses
- Critical damage bonuses will remain on energy weapon mods, with the idea that surges of energy could be released
- Critical damage is adjusted on perks
- Critical Hit chance is added to 3 different perks, and works with all attacks (see further below)
(NOTE: Executing critical hits in VATS still guarantees a hit, which can be extremely powerful even by itself)

General NPC Changes
>> [Work in progress] Most NPCs are aimed to have health based on their race/type, and it will be mostly be resistance/DR that change based on level
>> This will create a much smoother curve for levels, and gives me the option of allowing lower enemies to truely be scaled
- NPCs no longer have any dynamic health scaling at all now (it was +2 per level; vanilla was +5 per level)
- NPCs now consume any grenades they're carrying when they throw them
(NOTE: Any NPCs that are already spawned in your game, will not be updated. New areas and respawned enemies will.)

Raiders
- (NEW) Grenade-equipped Raiders and Legendary Raiders will now carry Handmade Flash grenades in addition to any random grenades they had
- Removed the damage penalty that low level raiders had
- Dynamic spawned Raiders now spawn starting at "Raider Scum" with the proper stats and level
- All health pools are reduced and normalized (this NPC is NOT finished - temporarily reduced to minimize bloat)
- Raider Psycho: Has proper DR now (it was unintentionally too high before)
- NOTE: Remember some pipe guns are buffed now!

Gunners
- (NEW) Legendary Gunners can now carry Flashbang grenades in addition to any random grenades they had
- All health pools are reduced and normalized (this NPC is NOT finished - temporarily reduced to minimize bloat)

(NEW) VANS Navigation System - Toggle
- For players who actually wanted the old VANS Navigation, you can now toggle it on/off
- A consumable item can be crafted in the Robotics Lab under "DEVICES"
- Requires VANS Rank 2 to craft

(NEW) Grenade Throwing Arc - Toggle
- For players who actually really want the old grenade throwing arc, you can now toggle it on/off
- A consumable item can be crafted in the Robotics Lab under "DEVICES"
- Requires Demolition Expert Rank 2 to craft
- NOTE: In the future, I may consider making it a permanent item, instead of consumable, but for now it's better than nothing

Vendors
- The vendor at Abernathy Farm will now sell some crops and a few tools*
*(Tools used for the robotics lab, just in case you didn't get any before I changed the starter boxes)

(NEW) Steel Yard
- Each Steel Yard built (globally) will increase production of steel
- Each yard produces 40 steel per day (this value may change)
- Requires Trailblazer Rank 2
- Requires 1 settler assigned to each yard to function
- Requires 1 Fuel per day to produce wood
- Requires 1 cargo bot, a Hack Saw, and Ball-peen Hammer to build
- A new custom model is created for this object

Settlements
- Domesticated crops now have their own object for each plant
- The ingredients displayed for crops should no longer be bugged and show up blank for some
- Repairing crops should now require the proper crop items as ingredients based on what was crafted originally
- Lumber yards, stone yards, and steel yards add slightly more settlement happiness
- Building a Robotics Lab requires a Screwdriver and Wrench (instead of a Hammer)
- Building a cooking station now requires Survivalist Rank 1, instead of Local Leader 2
- Building a chemistry station no longer requires Local Leader 2 (requirements may be changed later)
- Building an armor workbench now requires Armorer Rank 1, instead of Local Leader 2
- Building a weapons workbench now requires Gun Nut Rank 1 OR Blacksmith rank 1, instead of Local Leader 2
- Building most workbenches now require certain tools as ingredients
- Building a Scavenging Station requires Local Leader rank 2 now
- Building a Scavenging Station requires a Screwdriver and Wrench (instead of a Hack Saw and Hammer)
- The new industrial purifier requires more steel but less of some other materials

Water Production
- Producing purified water now requires 1 fuel per bottle
- Settlers no longer subtract from your total purified output (this makes production much easier to deal with)
- Water Purifiers give twice as much happiness now
- Water Purifiers require slightly less power now (it also lines up with power generators better)
- The Resource Manager now starts at 20 max fuel (up from 10)
- The Resource Manager has a new button to enable/disable water production (in case you don't want it blocking your building mats)

Loot
- Carpenter Saws and Hack Saws, can now be found more often in containers that drop tools (toolboxes,etc.)
- "Clean" Ammo Boxes should give a wider variety of ammo at lower levels now
- The "starter" toolbox in the Sanctuary cellar now contains a Screwdriver and Wrench (intended for the Robotics Lab)
- The "starter" medkit in the Sanctuary cellar now contains 1 extra bandage and 1 antibiotics
- Molerats and dogs have a moderate chance to give meat to unskilled hunters
- Radstags, brahmin, and yao guai have a low chance to give meat to unskilled hunters
- Basic animals have a random chance to give an extra meat with Hunter rank 1+
- Exotic creatures have a random chance to give an extra meat with Hunter rank 2 and 3
- Reduced the amount of 10mm ammo in Vault 111

DLC: Nuka World
- Ammo is now valued closer to the standard prices in Horizon
- Ammo on vendors is reduced
- All animal loot is now setup for the Hunter perk
- Some containers are set to no longer respawn
- A large amount of free Nuka Cola is removed from trash can containers
- Cooked food is worth more value
- Some raw food is worth less value
- Cooked food recipes require more meat
- Buffs from Nuka Cola and food are rebalanced

Version 0.992

Tagging/Icons
- All junk has prefix tags/icons now
- All components have prefix tags (the non-scrap versions that you see when crafting)
- All weapon/armor/robot mods have prefix tags (each type has a different icon)
- Crafting and settlement materials have better tags, icons, and sorting order now
- All/most crafting ingredients have very short tags now so the workshop ingredients are more visable without icons
- Bobbleheads have the suffix "Bobblehead" added back in
- Magazines with 10+ issues now display in double digits for better sorting
- All DLC's updated with these new tags
- [DLC Workshop02]: Fireworks tagged as crafting materials
- [DLC Nuka World]: Grenades are now tagged; The new .44 is renamed to .44D; 1 missing note is now tagged

DEF_UI Configs
- All configs are updated for the new tags and icons (be sure to overwrite your old configs for it to work properly)
- There are now 2 configs to choose from:
- Vanilla: Standard sorting with 1 sub-menu for the keyring only
- Config 02: Contains sub-menus for: keys, passwords, holotapes, notes, magazines

Water Source
- Slight rad reductions to some types of water

Version 0.991

Items
- NEW: Herbal Remedy - Improves resistance to all illnesses for 1 hour (requires Survivalist rank 3)
- Purified Water bottles now give a +40 HP and +10 rad resists buff for 15 minutes (these values may be tweaked)
- Purified Water bottles are worth more value now, and give more hydration per bottle
- Institute bottled water gives the same attributes as purified water
- Dirty Water bottles are worth only 1 cap now, but give slightly more hydration per bottle
- Dirty Water bottles give less radiation now
- Mysterious serum changed to: 15 DR, 3 str, 75 rad resists (stacks with other rad resists, but not itself) for 1 hour
- X-111 Compound reduced to 250 rads
- Rad resist buffs no longer reduce rads from food/drinks
- Squirrel on a Stick and Institute Food Packet are both increased to 25 value, so that all cooked food is now 4 portions or less per day
- Shipments of Packing Material can appear on some vendors (you won't see this until the vendors recycle their stock)

NEW: Crafting Ingredient - Filter - Ingredient used in the Medium Water Purifier, power armor rad scrubbers, and the purified water recipe
- Requires either Survivalist rank 3, or crafted through Contracted Work
- Filters can be crafted through the Robotics Lab under "TOOLS AND PARTS" or "CONTRACTED WORK"
- Filters have a small chance to drop from certain NPCs/containers
- Filters that drop will often roll as broken or destroyed, which can be scrapped

NEW: Crafting Ingredient - Filter Module
- Ingredient used in Large and Industrial Water Purifiers
- Requires Science rank 2 to craft
- Filters can be crafted through the Robotics Lab under "TOOLS AND PARTS"

NEW: "Water Pump - Improvised"
- Gives 10 water, requires 3 power
- A new custom model is created for this object

Resource Management - Purified Water
- Only the actual "Water Purifiers" can give surplus Purified Water bottles now
- Settlers are always allocated purified water first, before surplus is calculated
- Settlers can still make use of regular water pumps just fine, but gain no happiness bonus
- Purified Water bottles are calculated by the Resource Management system, and not the workshop
- Purified Water bottles are outputted to the Scrap Storage container
- Purified Water bottles can be taken out of the Scrap Storage container but not deposited by the player
- Surplus water requires 20 purified water units from purifiers (globally) to output 1 bottle per day
- Surplus water output is capped at: 4 + "Successful Settlements" per day (these numbers may change)
- Surplus water output has a hard cap at 20 per day (these numbers may change)
- The generic "Water" settlement resource now gives Dirty Water to the workbench instead of purified water

Resource Manager / Command Table
- Displays a short message that the summary panel is loading (since there is a small delay)
- Displays a note that DLC settlements don't count yet for "completed settlements"

*The original guard posts used to allow 3 patrols between "2-defense" posts, which gave you 6 defense total per settler. When I increased the defense to 4 on posts, they lost this game mechanic. But TBH I would rather posts be "standing" defenses. Instead, I'll create a few new patrol defenses to compensate, so if players want patrols they can specifically set them.

Recipes
- Crafting Purified Water bottles requires a water filter instead of mats and now outputs 3 bottles at a time
- Crafting Purified Water bottles no longer directly requires Survivalist

Water Sources
- Drinking from some water sources gives higher radiation now (some weren't set properly to match dirty water)

Perks
- Lowered the level requirement for Survivalist rank 2 and rank 3
- Lowered the level requirement for Hunter rank 2 and 3
- Aquaboy/Aquagirl's underwater breathing is moved to rank 2 (more is planned for this perk later)

Dead NPCs
- Doubled the amount of dynamic corpses that can remain in an area
- Increased the delay between removing corpses
(if this proves to be perfectly stable, I may increase the values again)

Version 0.990

NEW: The Command Table - This crafted object can be interacted with to start quests and check settlement stats
- The concept is to make building up settlements more interactive, immersive, rewarding, and ultimately feel like it has a purpose
- This is only the first update - more quests, missions, and tasks will be added to this over time
- All of the new utility objects can be found in the workshop menu under "Resources->Misc"
- A new custom model is created for this object

NEW: Settlement progression quest line: "The Commonwealth United"
- This quest line is the backbone of the new settlement progression system
- It is entirely geared towards players who enjoy settlement building (i.e. optional)
- It can be accepted and advanced through the Command Table
- Most rewards are based around settlement crafting
- It currently has 7 stages
- Each stage requires building settlements up to a certain population and happiness rating (15 settlers at 75% happiness)*
- Each stage rewards a rank of a new perk called "Trailblazer", plus 1 additional item reward
- Each stage rewards 1 Cargo Bot (ideally it's so you have 1 of each utility for free.)
- Each stage also offers a choice of 1 of 4 bonus rewards (each stage is different)
- The main quest line is intended to be faction-neutral (there may be some faction-specific side quests in the future)

*I plan on creating an advanced quest line for high-charisma local leaders as well (most likely 24 settlers at 85% happiness)

NEW: Perk: Trailblazer
- This perk grants access to schematics and recipes based around settlement crafting
- This perk currently has 7 ranks, 1 is rewarded for each stage completed in "The Commonwealth United"
- Each stage unlocks new settlement resources
- Some minor unlocks are scattered around as well, such as personal beds
- More schematics and recipes will be added over time

NEW: Resource Management Table
- This crafted object can be interacted with to control resource production
- Some resources require Fuel to find/process materials (wood, concrete, steel)
- Fuel can be found from existing junk containing "Liquid Fuel" or can be crafted as a more expensive last resort
- Fuel must be added to through console in order to run your utilities
- Fuel that is added, needs to come directly from your inventory (it doesn't know how to check the workbench. If I can add this, I will.)
- Fuel can be stored up to a maximum amount: 10 base + 5 for each completed settlement
- Resources produced generally have a low re-sell value, and are intended to be directly used for crafting
- Resources produced are stored directly in the "Scrap Storage System" container (not the workbench)
- The Scrap Storage container can be accessed from this device
- Requires 1 cargo bot to build (which is given free if you complete rank 1 of the main questline)
- Resource utilities will give a very small amount of happiness (this is mainly just to flag it as a workshop object)
- A new custom model is created for this object

NEW: Settlement quest line: "Engineering an Empire"
- This quest line is somewhat of a tutorial for the Resource Management Table
- It's main purpose is to guide you through constructing and managing utilities as they unlock
- The first step rewards you a free "Carpenter Saw" so you can always build your first Lumber Yard
- (more steps will come later..)

NEW: Lumber Yard
- Each Lumber Yard built (globally) will increase production of lumber
- Each yard produces 75 wood per day (this value may change)
- Requires Trailblazer Rank 1
- Requires 1 settler assigned to each yard to function
- Requires 1 Fuel per day to produce wood
- Requires 1 cargo bot and a "Carpenter Saw" to build
- A new custom model is created for this object

NEW: Stone Yard
- Each Stone Yard built (globally) will increase production of concrete
- Each yard produces 25 concrete per day (this value may change)
- Requires Trailblazer Rank 2
- Requires 1 settler assigned to each yard to function
- Requires 1 Fuel per day to produce concrete
- Requires 1 cargo bot to build
- A new custom model is created for this object

NEW: Small Oil Well
- Each Oil Well built (globally) will increase production of oil
- Each well produces 4 oil per day (this value may change)
- Requires Trailblazer Rank 3
- Requires a fair amount of power to function
- Requires 1 cargo bot to build
- A new custom model is created for this object

NEW: Steel Yard
- Coming soon..

Settlement Changes
- Settlement attack warnings appear in a more immersive radio transmission pop-up message
- Settlement warnings about happiness or losing a settlement are displayed with an immersive message
- Small/Medium Power Generators and some turrets require Liquid Fuel instead of Oil now
- Spotlights give 4 defense now but require a few extra materials
- Horizon's "Medical Center" now costs less caps, but requires a few surgical tools to craft
- Horizon's "Weapon Warehouse" now costs less caps, but requires a few weapon parts to build
- Horizon's "Armor Outlet" now costs less caps, but requires extra materials to build
- Horizon's "General Store" only requires "Local Leader 1" and "Caps Collector 1", but requires extra materials to build
- Horizon's "Tailor Shop" only requires "Local Leader 1" and "Caps Collector 1", but requires extra materials to build
- Surplus bottled water from purifiers/pumps is reduced (NOTE: this method of gaining surplus water may be changed in the future)

Items
- NEW component: "Liquid Fuel" - Used in settlement crafting and production
- Gas Canisters and Mr Handy Fuel now give "Liquid Fuel" instead of oil (I may possibly convert flip lighters and lanterns too)
- Some settlement scrap objects can give fuel (cars, tractors, etc.)
- Items tagged with (Fuel) will appear at the top of the junk list so it's easy to find
- The amount of oil given with some junk (such as oil canisters) is increased
- Soap gives antiseptic instead of oil
- "Saw" is now called "Carpenter Saw"
- Prices for individual scrap components have been lowered (ones that are generally not buyable directly)
- Abraxo cleaner and bags of fertilizer no longer give acid
- Batteries and anti-freeze give increased acid
- Radscorpion stingers give acid and less nuclear material
- Bioluminescent Glands from Anglers give acid and oil instead of just being a sellable item
- Baseballs are no longer scrappable and considered a crafting ingredient (grenades)
- Globes and a few other junk items give more cork to compensate
- Some cooked food has slightly increased values to line up better with the hunger meter
- Descriptions for soup recipes note that they also provide hydration
- Noodle cups no longer hydrate
- Some weapon/armor mod properties were given better descriptions (I plan on adding more as I go)
- More rebalancing of junk values
- Other misc tweaks to balance junk components

Crafting
- Cargo Bots now require more materials to build, but have a lower caps price for the "contracted work" recipe
- Liquid Fuel can be crafted (using oil) from the Robotics Lab and requires VANS Rank 2*
- Carpenter Saws can be crafted with Blacksmith Rank 2 from the Robotics Lab

*NOTE: Crafting fuel is somewhat of a last resort. You can acquire fuel from items such as Gas Canisters and Mr Handy Fuel.

Health Management
- The healing from level-ups is finally removed! (this still needs more testing, let me know if you see any problems)
- Ultra Stimpaks will now provide the same minor leg healing that regular stimpaks do
- Stimpaks and Radaway are slightly lowered in price
- Removed the "slow time" effect on bandages and trauma kits
- Locked raider chem boxes will now give medical supplies as bonus loot, instead of generic raider junk

Radiation
- Rad-X duration increased to 10 minutes, and the price is slightly reduced (remember, it does stack with itself)
- Rad Resistant (Perk): Increased to 15/30/50 (In the future, I may add more to this perk)
- Hazmat suits are significantly reduced to 300 rad resistance
- Power Armor base rad resistance significantly reduced to 30 [helm] and 15 [all other slots] (+105 for a full set)
- Lead Plating reduced to 50 rad resists (+300 for a full set)
- Rad Scrubbers (which I disabled before) are changed to +95 rad resists
(Power Armor should not inherently have so much free rad resistance. If you want rad resists, add lead plating and/or a rad scrubber.)

NPCs
- Mirelurks can drop new scrappable parts for hunters
- Mirelurk Queens now drop more loot, plus properly have extra loot for hunters
- "Mirelurk Spawns" now have the same loot table as Mirelurk Hatchlings
- Bloatflies have a very small chance of dropping bloatfly glands even if you're not a hunter
- Radscorpions have a small chance to drop stingers even if you're not a hunter
- Mongrel dog levels are properly adjusted now; health should seem more appropriate for each level range
- Standard synths will have a wider variety of types when spawning (depending on your level)
- Standard synths are lowered a bit in health
- Synths in "Call to Arms" are scaled up slightly higher and usually drop broken weapons now
(Note: I'm planning to do a 2nd pass with synths in one of the next updates, to give them better variety)

Raiders
- NEW: Raiders now have a chance to drop damaged pipe weapons instead of functioning ones
- NEW: Raider Pyro - Equipped with a flamer and molotovs - Can appear starting at level 11
- Damaged flamers drop as "Damaged heavy weapon"
- Minor level/health tweaks for some types
(More damaged weapon types will continue to be added in as I go)

Containers that realistically should never respawn, are set to no longer respawn:
- Most containers that are specifically pre-war (Cigarette machines, cash registers, and others)
- Some quest/unique containers
- Starter supplies (the ones added by Horizon)

Crafting
- The cloth requirements on beds/chairs/etc have been drastically lowered (Vault 88 included)
- New: Personal Beds - 5 Bed types that only your character can use, but don't count towards settlement bed requirements
- NOTE: Some personal beds require a perk that isn't available yet - it will become available with the new progression system.
- Turrets and the Giddyup Buttercup trophy can now be placed on top of flat furniture (tables, etc.)*
- Bug Fix: The large power generator properly requires Science rank 1 again
- [Vault 88] The amount of nuclear material you get from scrapping objects is reduced
- [Vault 88] The amount of nuclear material required to create vault generators is reduced
*For existing objects, you'll need to store it and place it again for it to work

New - Component: "Packing Material"
(This new component fills a gap that was needed for many reasons)
- This component category can consist of any kind of scrap used for paper products, stuffing, foam, etc.
- This component is now a primary ingredient for crafting objects such as beds, couches, etc.
- Many appropriate junk items now contain this component
- Many appropriate scrappable settlement objects now contain this component
- Paper-based items that had placeholder materials now use this component instead (Newspapers, folders, etc.)
- New crafting recipes (robotics lab) are added to create this component (optional, in case you can't find enough normally)

Items
- Some valuable items ($) had their caps values tweaked
- Some valuable items ($) are removed from vendor lists
- Pre-war money is decreased in caps value, and flagged as a crafting material now
- Institute items are labeled better
- Some items give less cloth now
- Some items give cloth now (lamps with shades, umbrellas)
- Weapon parts and Pharmaceuticals now have weight
- Adjusted some caps values on junk with good scrap components
- Office filing cabinets can now drop "stack of folders" and "stack of papers"
- Ongoing minor tweaks to some components/values of misc junk
- Bug fix: Removed the clean pre-war newspapers from common newspaper loot lists

Caravan Transport Hub
- Traveling now uses the default "fast travel" game mechanic, which means time passes while traveling

Scrap Storage System
- You can no longer craft "Call Cargo Bot" devices until you use a Scrap Storage System at least once (i.e. build one first)
(eventually, I'll also code it in so that you have to have one active in a settlement, to even use the device too)

Perks
- Rooted is now brought in line with other perks (down to 20DR/20% for Rank 2)
- Rooted is reduced to 2 ranks total (Rank 3 was too powerful, I may eventually tweak it and re-add it back)

NPC Changes
- Mirelurk hatchlings only have a small chance to drop meat now

Compatibility Patches
- Homemaker patch updated to support new crafting mats for cloth-based items; and some misc fixes/changes
- Added an SKE version patch including all the new changes

Version 0.982

v0.982

Installer
- The priorities for the ESPs are changed back to the old values (may potentially fix problems with some people's default install order for DLCs)
- The old "All" DLC is now forced to overwrite with the empty ESP to make sure the old one isn't used
(if you wish you can delete it or unload it, but it doesn't matter)

Deathclaw overhaul
- Overall, deathclaws are tougher now but give better loot
- Minimum levels are greatly increased
- The different types of Deathclaws are more varied in stats
- The levels in which the different types appear are drastically lowered
- Deathclaws drop new unique junk items that scrap into rare components
- Deathclaw Hands are considered a valuable item and no longer scrappable
- Deathclaw Hides are considered a crafting (or sellable) component and no longer scrappable
- Harvesting meat from Deathclaws requires Hunter rank 2 and above
- Upper level types of deathclaws have a small bonus to loot
- Legendaries are rebalanced and will give increased experience
- Legendaries always drop at least 1 of each special deathclaw item

Medical Supplies
- Trauma Kits will now properly heal 100 points of limb damage
- Trauma Kits can now be used in combat (so they will no longer be interrupted by initiating combat)
- Trauma Kits very slowly apply the limb healing over 3m20s
- Trauma Kits only heal a very small amount of health now (mainly so you visually see the limb healing duration easier)
- Trauma Kits now apply a -30% action point refresh reduction for the duration of the heal
- Trauma Kits disallow sprinting for the first 30 secs
- Trauma Kits now show "Restores limb damage slowly over time." in the description
- Trauma Kits are no longer effected by medic ranks
- Bandages/First Aid Kits now apply a -50% action point refresh reduction for the duration of the heal
- Bandages/First Aid Kits disallow sprinting for the first 30 secs
- Bandages/First Aid Kits now show "Cannot be used in combat." in the description
- Bandages heal slightly faster but only heal for 70 health now
- Bandages/First Aid Kits/Trauma kits have a very short (2 second) slow time effect when applied
- Stimpaks are increased in caps value
- Skeeto Spit increased to 40 max health for 30 mins

Crafting
- Mentats, Berry Mentats, and Syringer ammo recipes now use the raw mats instead of scrappable junk
- Curative/buff recipes are moved to the "REMEDIES" category in the chemistry station
- Trap recipes are moved to "MINES" which is now called "MINES AND TRAPS"

Containers
- Loot from trash cans and trash bins is reworked
- Small trash cans now properly have small junk
- Larger trash bins have extra junk
- Mirrors that roll medical supplies, can now also roll junk with it
- Steamer Trunks should no longer have duplicate items

Locked Containers (needs testing)
- Replaced the default generic bonus loot, to use custom loot depending on the type of container
- First Aid containers now contain medical supplies as bonus loot
- First Aid containers have a small chance for rare loot that no longer rolls on unlocked first aid containers
- (more containers to come..)

Version 0.98

DLC and Mod Addons
- Individual DLC addons are available per DLC
- The DLC fast travel for the Caravan Hub will only work for either 1 DLC, or ALL that use it (for now, until I can find a better way)
- Mod Balance Patch added for "Homemaker" - patch to fix some items to balance with Horizon properly
- Fixed a bug with the installer, where it was installing the wrong Blur Removal if you selected "Low Health Only"
- The "Sentry Chair" was removed from the DLC Addon*
- A new "Sentry Chair" is added to the base Horizon file

*Unfortunately you'll lose any chairs you built. Sorry about this, but I want to clear the DLC addons of any permanant custom objects.

Difficulty Mode Changes
- New - Wanderer Difficulty: This mode fills in the gap between standard and novice. - Wanderer Difficulty has a 1:1 damage ratio; it's the standard difficulty with a more equal footing vs NPC's
- Novice Difficulty increases the player's damage to 1.25x, and still contains easier game balance changes
- The standard default difficulty is now known as "Survivor"

NPC Changes
- Weapon drops from enemies will no longer contain loaded ammo
- Based on the NPC's weapon, some ammo types have a chance to drop more ammo now
- Removed the Survival Mode experience bonus from killing enemies (reduced from 2.0x to the standard 1.0x)
- All npc experience/levels will be rescaled better [work in progress]
- Tougher enemies will give more experience (Legendaries, Bosses, etc.) [work in progress]
- Harvesting glowing blood and radioactive material off of glowing enemies requires Hunter rank 2+

Legendary Updates
- Types adjusted (so far): Raiders, Triggermen, Synths, Gulpers, Anglers, Fogcrawlers, Assaultrons
- Legendaries that are updated [above] will appear at lower levels now (the levels still vary based on type)
- The absolute lowest a legendary NPC should appear is level 3, but each NPC has different ranges for legendaries
- Most legendary NPCs have increased health, some increased resistances, and give increased experience
- Some legendary NPCs have extra loot (aside from the legendary item)
- NOTE: Occasionally legendaries aren't dropping legendary items (this seems to be how FO4 is by default or possibly bugged)

Synth Overhaul
- Synth/Courser levels will now scale better with Horizon's leveling
- Synths/Coursers will almost always be above the player's level
- Legendary Synths can now appear starting at level 6
- Institute Laser Guns have a high chance of being destroyed during the fight
- Destroyed weapons have 3 grades: "Disabled", "Damaged", and "Destroyed"
- Destroyed weapons can be salvaged for parts (based on the grade)

Raider Changes
- Raiders are setup to be moderately easy enemies, that scale with the player's level
- Some types of raiders will now have a unique feel [work in progress]
- Psycho Raiders are faster, have increased damage and physical resistance, and generally choose heavier melee weapons
- Raiders will now use a wider variety of weapons with levels (the defaults were blocking weapons out)
- Any raider that carries a grenade will carry a wider variety of raider-style grenades
- Raiders might now be carrying personal junk with a small chance for rare junk
- Legendary raiders now carry grenades and additional items
- Legendary raiders can now appear starting at level 4
- Raider Bosses now carry grenades and additional items

NEW: Scrap Storage System [working title] (*Experimental - needs more testing*)
[The concept of this system is to help settlement building, without drastically effecting personal gear weight limits]
- Build storage units in your settlements which can hold junk, scrap, and some misc items
- Weapons, armor, ammo, and consumables CANNOT be placed inside the storage (some types of clothes may sneak by the filter though)
- Storage units can be built at multiple settlements, and share the same inventory
- Having the Robotics Expert perk will allow you to build storage units cheaper and with less resources
- A consumable item can be used to call a Cargo Bot, which will directly open up the storage inventory
- The consumable device is crafted in the Robotics Lab (1 is consumed on each useage)
- The Cargo Bots used to craft the settlement storage units, are crafted in the Robotics Lab
- Storage bots cannot be called in combat (work in progress - may or may not be working yet)
- Note: Cargo Bots are not real robots that travel anywhere - everything is instantly transacted to avoid issues
- Note: The storage inventory does not share with the workshop workbench
- Note: There is not a "Deposit all junk" button, sorry!
- BETA NOTE: The materials to build storage units is reasonably cheaper for now (once it's out of beta, the requirements will increase)
- BETA NOTE: For testing purposes, don't put highly valuable items in it, until it's been tested more.)
- Display Bug: When you put something in that gets rejected, it may not show up in the list until another item updates the list)
- Future plans: Eventually I'd like to actually show a little Cargo Bot when you summon it - cosmetic purposes only, but would look cool.

NEW: Shared Storage (*Experimental - needs more testing*)
- Build a storage system that can share any items between settlements
- There are no restrictions on which items can be placed inside
- The storage inventory can only be accessed from a physical storage unit at one of your settlements
- BETA NOTE: The materials to build storage units is reasonably cheaper for now (once it's out of beta, the requirements will increase)
- BETA NOTE: For testing purposes, don't put highly valuable items in it, until it's been tested more.)

Crafting
- The Robotics Lab has a new category called "Contracted Work", which allows crafting of certain devices without skill
- Contracted Work items generally have a caps cost, as well as additional materials
- "Supply Deployment Kits" are now known as "Caravan Supply Kits"
- Caravan Supply kits can also be crafted with Contracted Work now
- The Caravan Transport Hub itself, no longer has a perk requirement
- Turret Deployment Parts can also be crafted with Contracted Work now
- The Custom Pipe Turret itself, no longer has a perk requirement
- Cargo Bots can be built with or without contracted work
- Pre-war money is no longer scrappable and is now considered a sellable vendor item
- Most tools are no longer scrappable and labeled as crafting materials (Craft)
- The junk item "White Bottle" is now "Clean Bottle" and is no longer scrappable
- "Clean Bottles" can be crafted with Survivalist Rank 1
- Blacksmith rank 1 can craft some tools (due to balancing, the costs are strict)
- Building a Robotics Lab now requires a few common tools
- The Scavenging Station requires extra materials to craft

Misc
- The Alpha Wrist device has been converted into a "ring" slot item to attempt to fix a bug*
- Bug Fix: The parry bug may possibly be fixed with the alpha wrist change (needs more testing)**
- Bug Fix: The bug with raider corpses causing problems with the food paste quest may be fixed (needs more testing)
- Buttercup toy parts for the quest are labeled as a quest item now
- Junk items that contain rare resources are now flagged to not be used as junk jet ammo (may need more added to this)
- Some junk items are temporarily changed to lesser valued scrap (cigarette singles, etc.) and will be changed later
- Tweaks to settlement power and water

*Equipping a wrist device will unequip any rings, but you can technically equip the wedding ring after, and both work (for now.) The wrist device may also receive a large overhaul in the future.

**The parry bug may not be fixed if you were already in a "bugged" state in your save game. I'm still looking into this.

Version 0.97

Legendary Update (work in progress - more will come in the next patch)
- The goal of this update is to begin making legendary enemies more unique, powerful and rewarding
- Legendary enemies will now spawn from level 3+ (instead of 6+)
- The level ranges for "legendary chance increases" are rescaled to fit Horizon's leveling
- The chance for an enemy to be legendary is slightly lower
- Some legendary enemies are stronger now (more to come in the next patch)
- Legendary enemies should now drop legendary items all (or most) of the time (reverted to how vanilla was)
- Legendary humans now drop an "Empty Mutagenic Serum" item (makes it more believable as to why a human is mutating)
- Legendary synths and robots now drop a "Burnt Overdrive Unit" item
- Legendary Melee weapon rolls will now choose better types (it will no longer roll boards, canes, pool cues, etc.)
- Legendary weapons will now roll melee weapons less often (but the ones that are melee, are more often better types)
- Weapon: Bloodied - Reduced damage to "up to 40%"
- Weapon: Freezing - Reduced damage to 5
- Weapon: Nocturnal - Reduced damage in half, but also drastically reduced the daytime penalty
- DLCs: Most robots and humans should have the updated inventory changes (except Nuka World - will be added next)

Robot and Synth Loot Overhaul (needs some testing)
- Loot overall is more interesting and relevant to each type
- Robots drop new items that fit with their genre
- Synths (Gen1/2) drop new items that fit with their genre
- Synths (Gen1/2/Courser) only drop relevant ammo for the scrounger perk
- Synths (Gen1/2) no longer drop caps, or work with fortune finder
- Coursers drop new unique items of value
- DLC Automatron: Most robots should use the new loot system now too (untested)

Synth Overhaul (work in progress - more will come in the next patch)
- Some synths have increased health and/or damage resistances
- Some Coursers have increased health and damage resistances

Loot Tweaks/Fixes
- Bug fix: Certain containers should no longer always roll 2 of the same exact item
- Mailboxes have more appropriate loot now
- Some enemies that wouldn't care about caps, no longer carry them or work with fortune finder
- Fortune finder increased on certain types of containers and NPC's
- Additional container tweaks
- Grenade-wielding Raiders use a wider variety of grenades based on level

New Redesigned Perk
- Refractor is now "Technologist"
- Rank 1: You have a keen eye for technology! Each rank gives an increased chance to salvage extra components from robots and synths.
- Rank 2: You've learned how to deal with technological attacks. You now gain +10 Energy Resistance.
- Rank 3: You can rebuild it.. you have the technology. You can now re-assemble some electronic components in the Robotics Lab.
- Rank 4: You now gain an additional +20 Energy Resistance.
- Rank 5: No machine can hide their secrets from you. You now have a chance to salvage rare technology from robots and synths.
- (Rank 5 includes new robot parts that contain rare materials, including adhesives and nuclear material)
- (More recipes will be added to rank 3 over time)

Version 0.96

Ammo Box Overhaul:
- The amount of ammo generated is much more varied (and can rarely roll much higher, like a jackpot)
- When it doesn't contain ammo, boxes will now contain misc items that commonwealth residents may have left in there
- Standard ammo boxes have a different feel from "raider" style boxes
- "Raider" ammo boxes are now labeled as "Ammo Box (Damaged)", so you have an idea what you're dealing with
- A new ammo box type "Ammo Box (Clean)" is added, and replaces specific boxes in certain areas (usually locked up rooms)
- "Clean" ammo boxes will always give ammo, and a more consistant amount of it (unlike the randomness of standard boxes)

Scrounger and Fortune Finder tweaks (to add more of a realistic "feel" and specific purpose for these perks):
- Containers that generally have lots of drawers, or hidding spots, have increased gains (filing cabinets, desks, etc.)
- Small containers or containers with little room for searching around, will no longer work (ammo boxes, safes, coolers, etc.)
- Currently no changes to NPC loot were made for these perks

- Some unique containers have extra loot
- Some safes can now have more loot (not done - still needs tweaking)
- Duffle Bags have a chance of an additional item
- Fixed some unintended bugs with certain loot lists, that caused specific loot to almost never roll
- Small changes to many containers to have them roll more relevant loot
- Medkits should no longer have inappropriate junk in them
- Bobby pin boxes should now always give at least 1 pin, but still has a lower chance of rolling additional pins
- Legendary drops are increased slightly (note that you need to be level 15+ to see a greater chance of drops)
- Mid/high level raiders will now scale the same way lower level raiders do
- Concentrated Fire: Added in now. Fix bugged vanilla tooltip, and rebalanced damage to 5% (rank 2) and 10% (rank 3)
- Gun-Fu: Reduced damage to 10/20%
- Cloak and Dagger: Reduced sneak attack damage to 15%
- Black Widow: Level requirements adjusted a bit
- Quick Hands: Re-added rank 3 in (from Nuka DLC)
- Magazine: Wasteland Survival Guide #1: Take 5% less damage from Molerats (replaced unused food bonus)
- Magazine: Wasteland Survival Guide #3: Take 5% less damage from Radscorpions (replaced unused food bonus)
- Mutfruit prefix fixed to [Crops]
- Pharmaceuticals should now salvage properly and be consumed when crafted with

Version 0.95

- Fixed a problem with the Nuka DLC breaking the new armor naming conventions (you won't see double named armor anymore)
- Added support for all DLC's to the weapon/armor naming conventions
- New: Armor vendor stall
- New: Clothing vendor stall (the last one! so there's now at least 1 for every vendor type)
- Horizon's vendors appear first in the workshop list now
- The drop rate of legendary items on legendary enemies is increased
- The starting base carry weight is reduced back to the default value
- Added extra materials for scraping some vehicles and complex objects
- Fixed a display bug with radstag meat
- Reduced the sell value of traps

Version 0.94

- Nuka DLC: Perks are fixed, but the new ranks aren't adjusted yet. I'll review them and figure out how to balance them in later.
- Nuka DLC: All consumables had health restoration removed.
- Nuka DLC: Sorting prefixes are added to all item types that normally contain prefixes in Horizon

Version 0.92

- Fully supported DEF_UI (DEF_INV) config for Horizon included with install now
- Modified a few sorting prefixes, so they are compatible with DEF_UI
- Added extra keywords for the DEF_INV config, so players can use a few symbols in their renamed weapons/armor and they sort on top (details in description)
- Pool balls shouldn't drop nearly as much now (instead of a chance to get EACH ball separately, there's now only 1 chance to get a random ball)
- Fixed some loot lists that only had certain pool balls, they should now have a chance to be any random number
- Aquaboy perk should now display the new changes (from last patch) in the description
- Survivalist Rank 3 should no longer give immunity to rads from foods/water
- Rad Scrubber no longer gives immunity to rads from foods/water (will be replaced later)

Version 0.91

- All "aid" and "misc" items are sorted using prefixes
- All grenades/mines/traps are sorted
- All weapons and armor now have better naming conventions based on the mods it has (NOTE: existing items and NPCs/vendors that are already spawned, will NOT have the new names. If you mod your weapon/armor, it will update to the new name.)
- Some notes/letters are now labeled better (instead of just "Note", it'll say "Note to John" so that everything is uniquely named.)
- Foods are separated based on radiation damage, so "Preserved" prewar foods will show in [Food], not [Prewar], making it easy to tell what's "good" food.
- Some foods are labeled better (like how there's 2 salisbury steaks, one will say "Preserved" now) - Preserved food gives more food points now
- Aquaboy/Aquagirl now only reduce radiation damage from water, instead of making you immune
- Commonwealth weapon vendors (including settlement ones) should now carry Far Harbor ammo if you have the DLC (untested - requires vendors to recycle)
- Removed a temporary "Synth Armor" override I had, which was unintentionally conflicting with Armorsmith Extended
- (a few other minor tweaks that I can't remember)

v1.6 is most likely going to be focused on end-game activities and settlement progression.

Architect will be soon released as a stand-alone mod for everyone, but it will be included with Horizon as well.

I'm currently looking for more beta testers for Architect, even if you don't play Horizon.

News for v1.6.x

v1.6 is here! Read the patch notes in the posts tab!

News for v1.5.x

A brand new Skill System, which allows multiple sources of learning and knowledge to improve your overall skills.

Companions can now level up and gain stats.

Many new workshop additions, including automatic upgradeable guard towers.

See the patch notes for full details!

News for v1.4.8

This update contains number of new Architect structures. The Gallows is a very large colossal structure designed for Hangman's Alley. The Marina and Atomic Cat's Garage adds more warehouse style buildings.

A brand new system was added to compensate you with "Workshop Rations" to give you food/water based on how much time you've spent inside of settlements (while building, etc.)

A new Cargo Bot Station was added, which allows you to add supply lines without requiring settlers.

A full set of new workshop lights were added to completely replace vanilla lighting. My new Architect lights do not require power from workshops. This has multiple benefits, the biggest is avoiding all of that "power radiation" functionality from workshops, which can have potential problems. This helps you avoid needing power pylons as well. Reducing the amount of "power radiation" can make your settlements much more stable. It also makes placing lights much easier too, which is an excellent added bonus.

On top of this, I have 55+ lights, many of which are either new, or DLC-style lights that were recreated and use 100% vanilla assets.

Many other changes and additions are included with this update.

News for v1.4.x

v1.4.5+ adds new energy weapons and a bunch of new Architect structures. It also expands the scrapping toolkit into a "Personal Toolkit" which has more uses in the field.

The Settler Outfitter was greatly overhauled, and moved into Architect. It now equips settlers MUCH faster, and with a LOT more outfits! It also has a new refund system, that allows you to swap outfits and weapons and be refunded the cost of your last outfit or weapon.

News for v1.4

Horizon 1.4 is a very large release, which contains Architect v1.0.

Architect is a brand new tool which allows you to easily place and manage large structures of any size.

Horizon 1.4 also includes a new revival system. Upon death, you will be revived at the closest settlement available. This mode can be disabled if you wish. This mode is still considered a BETA, and will continue to be expanded.

News for v1.3

Horizon 1.3 is a large release, which contains new additions and some polishing for many systems.

Production resource devices are changes to no longer require work orders

Mod descriptions are much more detailed now

The official weapon pack is completely overhauled

Many weapon tweaks

A new katana weapon is added, which was extracted from the Shishkebab

A new box magazine is added for the SMG

New textures are added to replace the dirty vanilla reflex sights

The ammo swapping system is more polished, and performs a reload animation now to make it more immersive

Much more..

Check the patch notes for full details.

News for v1.2

Horizon 1.2 is a VERY large release, which contains many new additions to Horizon. Clothing/armor has received a very large overhaul which cleans up the vanilla/DLC armor system. You should read the full patch notes for 1.2, because there are way too many things to even list in the news!

Setter Jobs, Missions, and Tasks

One of the main features in 1.2, is a brand new system for settlers in which you can assign them jobs. Settlers can then be sent on missions/tasks in order to gather materials and items for you.

Settler Outfitter

There's also a new equipment system for settlers, in which you can walk up to a settler and assign them a new weapon or outfit, which is selectable from a menu.

Weapons are much cheaper and easier to equip on settlers than using real weapons, and simply require a few weapon parts. This allows you to outfit your settlers without the huge hassle of individually giving them weapons and ammo. There is also a feature which will give you BACK any existing weapons/ammo on them when you equip a new weapon. This way, you can scrap/sell their old weapon.

Powerful weapons gain +75% damage, and require your Settlers to have a certain amount of Smithing skill, as well as higher ranks of Local Leader.

Clothing/Armor has many different sets to choose from, and I will most likely add more in the future. Clothing sets simply require a few cloth/leather/steel for each. The old clothes are optionally and automatically transferred to your inventory (or scrap storage), so you can scrap/sell them.

Field Ammo Switching

New functionality has been created for weapons which allows them to switch ammo and firing modes in the field depending on the weapon. You can't just switch any ammo on any weapon. The ammo selection is very appropriate and reasonable for each weapon, to help keep weapons distinct, and have different purposes.

Powerful specialty ammo can also be used, but is generally more difficult to craft or find. API rounds are used for armor penetration against targets with heavy armor. Cryo rounds can slow targets, and potentially freeze smaller targets. Pulse rounds are excellent against Robots and Synths. Venom rounds release a burst of toxins to add poison damage to the target. HE Rounds are High-Explosive rounds that deal area damage when they impact.

The image below shows the Combat Rifle. It has one of the wider selections of ammo. As you can see anything other than the default .45 ammo, requires a "Conversion Kit", which helps keep ammo switching balanced and immersive. Conversion kits require ranks for Gun Nut, which matches similar to the way the old conversion receivers were setup.

Armor and Clothing Overhaul

Clothing and armor has received a MASSIVE overhaul. All vanilla/DLC armor now uses custom mod attachment slots for Horizon. These pieces of gear can still work with Armorsmith Extended, but no longer use Armorsmith mod slots.

All armor is balanced so that things like ballistic weaves are fairly allowed for all of the same slot type. All body slot clothing can use 1 ballistic weave. All headgear slots can use 1 ballistic weave.

All armor values are more normalized, so you don't feel pressured to use a specific piece of clothing just because the armor value is so drastically overpowered. There are still differences between clothing, but there's no longer overly bloated pieces. Most clothing also no longer has SPECIALs added to them. If you want stats, they should be rightly gained/earned through mod attachment upgrades. This allows you to use whatever clothing you want, but still have great upgrade options to improve them.

Armor pieces have also been overhauled, and the different armor types have a similar total armor amount, but the amounts of DR and ER give them different characteristics. Each armor piece can also be hidden (or changed to other sizes) to allow you to still wear pieces but not have them look ugly on top of certain pieces of clothing.

News for v1.1

I'm proud to present a new system for legendaries, which completely replaces the vanilla legendary system entirely.

The Experimentation Lab is a brand new and unique style of crafting station with a fully CUSTOM-MADE crafting interface. It does not use the standard crafting system at all.

The Lab allows you to construct your own weapons, with special properties and customizations, based on rare materials (many which are new) you find in the world. Some materials have different levels of quality, which can effect your total crafting results. Most of these materials drop from "legendary" enemies (even though most are not called "legendary" anymore) through special "prototype" devices or mutated creature parts. Some of the lower grade materials can also be acquired through other methods as well, such as certain junk items.

Weapons can be unlocked by reverse engineering them.. but each may require a perk in order to craft it. Special modifications also may require specific perks and materials, and have a variety of upgrades to choose from.

While this system LOOKS complex, it's really rather simple to use, and is designed to be used casually WHILE you level and play the game normally. Don't overthink the system too much. Just use it whenever you get enough materials and wish to construct a particular weapon.

It contains 14 lore-friendly weapons that are fully balanced and customized for Horizon. It will be updated in a future patch to support the new ZX-1 Lab, as well as adding some weapons to NPC loot.

Thank you to all the authors who contributed their weapons to this pack!

NOTE: The full documentation for Horizon is now contained inside multiple articles in the article tab.

Horizon completely overhauls Fallout 4 in order to rebalance and expand the entire game.

It contains thousands of detailed changes and a large assortment of brand new additions. The goal is to make Fallout's gameplay more challenging, balanced, and interesting throughout your entire playthrough.

Exploration, crafting, and survival, are key aspects of the Fallout games. Unfortunately they sometimes quickly fall to the wayside and become boring, uneventful, and lose their purpose after a few levels. Horizon reclaims these aspects, by making your entire playthrough more challenging and interesting.

Horizon is created for and balanced around Survival Mode, but it can technically be played without it. I have included 4 optional difficulty modes so that Fallout players of all skill levels can enjoy survival mode and the changes Horizon introduces.

First, be aware that Horizon is meant to be an entire Fallout 4 replacement overhaul, and not a "drop in" mod.

Horizon is designed to be played over an entire playthrough from start to finish, and not intended to be removed in the middle (or added to an existing save game.)

The mod covers almost every aspect of gameplay, with a large assortment of features:

Skills - A REAL skill system that allows you to improve skills based on perks, magazines, and even performing activities.

Architect- A very large settlement system that allows you to place entire buildings, as well as many utilities

Dynamic Encounters- Enemies will hunt you down based on your kill counts and your current threat level

Kill Tracker- Kills for many enemies are now tracked in more detail, and rewards are granted based on counts

Companions- Companions can level up with you and gain stats.

Medical - Healing in Horizon requires actual medical treatment, and you can no longer be healed otherwise.

Aid - Many brand new healing/buff/utility items have been added to expand survival and quality of life.

Combat - Combat is more challenging, while removing the "bloated" health pools many enemies have.

Weapons - All FO4 weapons and attachments are completely overhauled and rebalanced.

Custom Weapons - Many newly assembled ranged and melee weapons for you and NPCs to use

Armor - All FO4 armor is completely overhauled, and includes updated and new mod slots for clothing and armor

Armor Pieces - All armor pieces can be worn over clothing, and optionally hidden or changed cosmetically

NPCs - Many NPCs have a custom scaling system to allow them to properly scale with your level.

Loot - A VERY large amount of changes were made to loot in order to balance and add immersive detail to the game.

Containers - Many new items and loot changes make looting containers and NPC's more immersive.

Lock Breaching - Horizon has it's own system of breaking into locks and terminals, aside from the standard methods.

Ammo - Ammo is much more difficult to acquire, can be crafted, and contains many new ammo types

Ammo Swapping - Many weapons can swap ammo types in the field, using a special toolkit item

Perks - Many perks have been completely redesigned to provide new bonuses and have new purposes.

Specializations - Based on the perks you have, you can choose 2 combat-based specialization at specific levels.

Survival - Many changes have been made to rescale and rebalance how survival mode works.

Items - Junk items have been expanded to provide more purpose for crafting (including MANY new items.)

One of the biggest features of Horizon is all of the healing and survival changes. Eliminating all the free/easy healing makes the game much more immersive and strategic. You can no longer be healed for free from sleeping, eating, and level-ups.

In Horizon, the player's health pool is somewhat larger than normal, but enemies will wear you (and your supplies) down. The fact that it's much harder to regain that health back in Horizon, means you need to make better choices. All healing (except doctors) is now fixed-values, which means that the larger health pool won't be directly effecting heals themselves. This is what allows the healing system in Horizon to work so well.

I believe this creates a much more intense survival experience. Instead of just getting "1-shot from full health and reloading your save game", you gain more time to re-evaluate your situation immediately, and respond to it.

Food/Water/Sleep/Perks/Level-ups no longer restore health

Bandages and First Aid Kits can be used out of combat to heal wounds

Limb damage can only be cured by "Trauma Kits" (and doctors) now (crafted only; at the chem station.)

Stimpaks are the only thing that heals in combat (and no longer heals limb damage)

Adrenaline Injectors are used as a crafting ingredient, or to heal your downed companions

New crafting ingredients are added to some recipes (some require salvaging, some crafting)

Pharmaceuticals are crafted under the "Utility" category of the chem station, and are used to craft medical supplies

Your health pool (and enemies too) does NOT increase when you gain levels

Doctors are completely overhauled in Horizon. They offer a brand new menu-driven system, where you are now charged for exactly the amount of curing you need. The menu system also allows you to cure EVERTHING at once, or specific conditions if you wish. A full report of your Doctor's Bill is given beforehand, so you can see the prices of everything.

The full list of all documented changes are contained in the Health Management article.

Although it can be used in any difficulty, Horizon is built for Survival Mode. It makes many adjustments to smooth out your survival experience, as well as makes some things more challenging.

New methods of curing individual illnesses are added to the game, giving you more flexibility.

Advanced Antibiotics - Cures all illnesses (this is the old standard antibiotics)

Basic Antibiotics - Cures only infection

Poison Antidote - Cures poisons

Jet Coffee - Cures Lethargy

Atomic Scotch - Cures Parasites

And many other items also provide new bonuses and cures

Radiation is also more difficult to remove, so avoiding it is best. Doctors will be a primary source of curing large amounts of radiation, but you can still use items such as RadAway for curing smaller amounts when you're out in the field.

Poison damage is overhauled in Horizon. The duration of poisons are greatly extended, but it will no longer kill you quickly. Antidotes can be purchased or crafted, and doctors can also cure poisons. Poison resist is much smaller now, but these smaller amounts can be very effective.

Fire and Cryo damage is also changed. Fire-based weapons usually do real "Fire" damage now, with separate Fire resistances. These resists are also in very small amounts, but can be very effective.

Horizon also reduces some annoyances, like making you eat and drink so frequently. Instead, eating 1-3 cooked meals for the day (like a big dinner), and you'll be good to go until tomorrow. However, gaining nourishing food and water takes much more effort now. Most pre-war food and crops will have high radiation and little nutritional value. Ideally you want to aim for real cooked meals. If you lack the skills to hunt and cook your own food, you can always try buying some, or relying on what you find from exploring.

Because healing and radiation are more difficulty now, I also remove some needless annoyances such as chems/stims making you thirsty or hungry. These types of things are just unnecessary when the rest of the game is balanced better.

As you can see from the banner, all icons are also color coded specifically to help you identify buffs and debuffs better. Horizon's UI colors are best viewed if you use a pale colored UI theme (or something close to white.)

Horizon has a optional (and popular) game mode called "Desolation Mode", which makes the game feel much more like a survival game. It greatly reduces the loot, and rebalances a few other settings to make the game more challenging. This mode is highly recommended if you want a more challenging survival feel. You can select this option from the installer.

The leveling progression is much different in Horizon. Reaching level 30 is roughly like reaching level 60 in vanilla FO4. However, everything is rescaled around this. Try not to compare it directly to vanilla FO4, because the entire system works differently.

Even though you are getting half the levels for your time spent, you will get bonus perk points every 5 levels to help customize your character just as much as before. Every 5 levels you can invest in a new rank of the VANS perk to receive 5 bonus points for training.

Almost every perk is tweaked, balanced, or overhauled in one way or another. My goal is to make so many perks actually feel useful, that you almost have trouble deciding what to take. Which is exactly the type of thing you want in a perk system for any game.

Some perks are completely redesigned to offer a new purpose:

Hunter - Allows you to harvest meat and other parts from animals and creatures

Survivalist - Each rank grants you new types of survival-based items you can craft

Medic - Each rank grants you new types of medical supplies you can craft

Weapons perks are overhauled to provide a better system of customizing your combat training. While each perk is focused on specific weapons, many of these perks have benefits that can be used for a wider range of weaponry. Rank 3 of each of these weapon perks, unlocks the corresponding Focused Specialization.

Horizon's loot system is VERY detailed, and covers a large array of containers and NPCs. Many new items are added to the game to increase the feel that you're in a living world. Many new components are also added to expand the crafting system.

Containers often contain more appropriate loot. Locked containers also give more appropriate bonus loot based on the type of container (safes, ammo boxes, etc.)

Horizon also gives purpose to some crafting ingredients that weren't widely used before, adding more diversity to hunting down materials. Certain junk items are even converted into real crafting ingredients (such as tools), instead of just being scrap.

The economy of the Commonwealth actually feels more like a real thing now. Caps are much more valuable than they were in vanilla Fallout 4. Many items and services (such as doctors) are more expensive, and you will often find yourself actually needing to use them occasionally now. You may even need to buy cooked food and water, something that probably was rarely ever done before.

Ammo is very expensive, and more difficult to find. You will most likely find yourself buying ammo (or gunpowder) wherever and whenever you can. You may want to consider a wider range of weaponry to make use of different ammo. Ammo crafting is available in Horizon too.

The first thing you need to understand with Horizon is that combat is rebuilt from the ground up. I started with player damage at a standard 1.0x multiplier, and rebalanced the entire game around it to create smoother and more fluid gameplay from level 1 to 40+. One of the main goals with Horizon is to reduce (or eliminate) any bloated scaling from leveling and buffs/perks (for both NPC and player.)

In Horizon, many NPCs scale with your level, and should be more challenging throughout your entire playthrough. The problem is, simply changing NPCs to match your level is not a real method to scale NPCs (this is a common misconception by novice mod developers.) Horizon has a custom scaling system that actually adjusts the resistances and damage of NPCs dynamically based on your level. Humans and humanoids are the primary users of this scaling system, and as of v1.6 all NPCs will have scaling.

In v1.6, many enemies in the game are now MUCH more varied, so you will see different sub-types of enemies more often.

The reason Horizon does this, is to attempt to eliminate the problem of having low level NPCs in zones lingering around and becoming WAY too easy later on. On the flip side, it also eliminates the problem of high level NPCs being way too bloated. My custom scaling system will allow these NPCs to at least attempt to put up a fight regardless of how many levels you have on them.

Because of the fact that health is more difficult to regain, NPCs should sometimes be dealt with cautiously.

Running away and regrouping might be a valid option now.

Sneaking by enemies instead of engaging them might be a valid option now.

Using tactics you normal don't use (like explosives and traps) might be a valid option now.

NPC vulnerabilities are more drastic and varied in some cases now (i.e. Headshots on humans deal more damage, etc.) Some enemies also have brand new vulnerabilities. For example, a Protectron has a heavily armored torso that absorbs a high amount of damage, but it's flimsy legs and combat inhibitor are it's weak points. A mirelurk's shell absorbs a lot of damage (much more than vanilla FO4), but their front is vulnerable. Some enemies are more vulnerable to certain damage types, such as fire or explosive damage. This puts more emphasis on either aiming well or using specific tactics.

Critical damage is completely overhauled. Critical damage is much lower, but can still be built up with perks and bonuses. Critical hits can also occur outside of VATS now, depending on the perks you invest in. Sneak attacks are also greatly reduced, mainly because of targeted vulnerabilities adding more damage. Overall, they are much more reasonable, without completely unbalancing combat. In vanilla FO4, ridiculously high sneak attacks were possible, but part of the problem was that NPCs also had bloated health (and the DLCs kept adding even MORE to that.) Horizon fixes both of these problems.

Many NPCs are also given more variety in their loot drops. For example, Raiders (and raider-based loot containers) drop more appropriate loot that raiders might have. Raiders and synths have a chance to drop a damaged weapon instead of a functional weapon. Weapons that are completely "Destroyed" are basically junk that can only be scrapped for useful "weapon parts." Some creatures now drop new parts that can be scrapped into rare materials (ex: Deathclaws.) Aside from adding more immersive flavor to looting, these items also fill in gaps for giving rewards for creatures that normally felt like they weren't even worth the ammo.

Keep in mind that while Horizon tries to add a lot of realistic elements to the Fallout world, it's not an "ultra realism" mod. I try to balance a good sense of realism with challenging (and balanced) gameplay. There's just some things that I believe don't work well if you try to make them too realistic.

Many weapons and weapon mods are rebalanced in Horizon. Weapon damage in Horizon is based on a slightly more realistic "damage per hit" rather than "damage per second", because of the fact that ammo is much harder to acquire now.

Automatic firing modes are now equal in damage to semi-auto. Some weapons that felt underpowered (like Submachine Guns) were brought up to a usable status. Weapons like the .38 pipe gun, remain low damage at low levels, but higher level receivers will allow it to be upgraded much better now.

Many weapons can have their ammo swapped in the field (as well as firing mode), using a Weapon Toolkit. Horizon also expands the ammo types, to include many new calibers and specialty rounds such as API (armor piercing), Cryo rounds, Pulse rounds, Venom rounds, and more.

I've specifically hand selected weapons to have specific "ammo sets", to create variety and specific purposes for each weapon. Having too many ammo conversions on every weapons would make everything feel too stale and lack variety in weapons.

The Tech Lab (formerly the "Robotics Lab") is a new crafting station, used to craft tools, parts, electronics, and settlement ingredients. Ideally, you will want one of these very early on in your main settlement.

A few useful items are:

Cargo Bot 1-X - A device used to call a robot that can send junk back to your settlements

Lock Breaching Tools - Used to break locks and hack computers

Turret Deployment Parts - these parts can be carried with you, to make setting up simply pipe turrets at new settlements easier

Supply Kits - these are used to supply Caravan Travel Hubs and Settler Missions

Cargo Bots - These are crafting ingredients used to build new settlement devices and wrist device upgrades

Filters - Used to either craft gas mask upgrades or directly craft purified water bottles

Portable Memory Device - Allows you to save your game

Tools, parts, bottles, etc.

Contracted Work

There's a special category in the Robotics Lab (and Weapons Lab) called "CONTRACTED WORK." This category allows you to bypass the perk requirement for crafting certain objects. But it comes at a cost.. normally requiring caps and extra ingredients. The concept is that a skilled artisan makes the item for you (i.e. could be a settler, etc.) if you lack the skill to make it yourself.

The Weapons Lab is a new crafting station, used to construct/disassemble ammo and explosives, and build weapons.

Horizon has it's own carefully balanced ammo crafting system. Everything is based on the average damage per shot of each round. Ultimately it should feel fair for any ammo type crafted, including explosives.

The special ingredients required to make ammo can come from loot drops, vendors, scrapping junk, or scrapping other ammo.

All grenade, mine, and trap recipes, are moved to the Weapons Lab

Ammunition: Contains recipes to load your own ammunition

Imported Ammunition: Specifically for ammo used by external mod-created weapons

Weapons: Companion weapons, and external mod-created weapons

Disassembly: Contains recipes to scrap ammo/explosives into parts

Contracted Work: Some recipes can be used without specific skill-based perks, but at a cost

Cargo Bots are a system I created to deal with transporting junk (or anything) back to your settlements remotely.

You can call a Cargo Bot using a consumable device from any location. Simply interact with the Cargo Bot, and you can open it's inventory and have it send items back to your "Scrap Storage" container (which can be accessed from any settlement.)

The Cargo Bot theme also extends to a new carry weight system. Each slot you upgrade in the Cargo Bot Station, will add a stealthed Cargo Bot that increases your carry weight. Different slots require different perks and factions. This can be a great system for those who wish to extend their total carry weight, but want an immersive reason for doing so.

The Caravan Travel system offers an immersive way to travel to other settlements.

It consists of a "Supply" system, that needs to be restocked in order to travel. The system is very easy to use. The amount of supplies that are consumed, is based on the distance you travel. There are 2 objects you can craft for this: an outdoor hub, and an indoor radio console.

Horizon has an array of new settlement objects to expand your options.

Resource Management Table

This crafted object can be interacted with to control resource production

Fuel can be found from existing junk containing "Liquid Fuel" or can be crafted as a more expensive last resort

Resource utilities will give a very small amount of happiness (this is mainly just to flag it as a workshop object)

Water Purifiers

Water purifiers are the only way to produce purified water bottles now, through the Resource Manager console

The generic "Water" settlement resource now gives Dirty Water to the workbench instead of purified water

To produce purified water bottles, it takes 10 units of purified water (globally) per bottle per day

Each purifier grants a significant amount of happiness for the settlement

Command Mailbox

This mailbox allows you to receive messages and items from NPCs, based on different events

It can be accessed from any settlement

New defenses were added

Watchman's Tower - A new guard tower

Command Tower - A new guard tower

Sentry Post - A simple rubber mat with a decal (so you can see which way it's facing) for a guard

Custom Pipe Turret - A simple turret that is easy to deploy into new settlements

And More..

I've created a few new decorated vendor meshes that I've always wanted to see

Full Bar (Tier 3 Food Vendor)

Diner Counter (Tier 3 Food Vendor)

Weapon Warehouse (Tier 3 Weapons Vendor)

Medical Center (Tier 3 Medical Vendor)

General Store (Tier 3 General Vendor)

Armor Outlet (Tier 3 Armor Vendor)

Tailor Shop (Tier 3 Clothing Vendor)

More settlement objects and information can be found in the Settlements and Crafting article.

This new system is designed to make building and advancing settlements more interactive and goal-oriented.

BETA NOTE:This particular system is still under construction

Each level of progression grants new rewards and unlocks additional new settlement objects.

One of the goals of this system, is to give builders extra materials they require to build up the elements that aren't directly gameplay related (such as walls, floors, etc.) Wood, concrete, and steel can be produced to continue building up your empire.

I plan to continue to add quest objectives and side missions that are more interactive in future updates.

NEW: The Command Table

This crafted object can be interacted with to start quests and check settlement stats

The concept is to make building up settlements more interactive, immersive, rewarding, and ultimately feel like it has a purpose

NEW: Main progression quest line: "The Commonwealth United"

This quest line is the backbone of the new settlement progression system

It is entirely geared towards players who enjoy settlement building (i.e. optional)

Each stage requires building settlements up to a certain population and happiness rating (15 settlers at 75% happiness)*

Each stage rewards a rank of a new perk called "Trailblazer", plus 1 additional item reward

Each stage also offers a choice of 1 of 4 bonus rewards (each stage is different)

NEW: (Perk) Trailblazer

This perk grants access to schematics and recipes based around settlement crafting

Each stage unlocks new settlement resources

More schematics and recipes will be added over time

New resource production objects unlock as you gain ranks of Trailblazer:

NEW: Lumber Yard - Each yard produces wood per day

NEW: Stone Yard - Each yard produces concrete per day

NEW: Small Oil Well - Each well produces oil per day

NEW: Steel Yard - Each yard produces steel per day

More detailed info on the progression system is contained in the Crafting article.

Horizon is aimed at players who enjoy the survival aspects of Fallout, however it can be enjoyed by players of all skill levels. I have included varying difficulty levels so that any player can enjoy Survival Mode and all the changes Horizon brings.

There are 5 difficulty levels to choose from during installation:

Novice - NPC damage is reduced to 1.0x, player damage increased to 1.5x and medical crafting is easier (only recommended for casual or newer players)

Wanderer - NPC damage is reduced to 1.0x, this difficulty is similar to the default, but gives a even 1:1 damage ratio

Survivor - NPC damage is 1.5x. This is the default mode. (RECOMMENDED - This is what I personally play on, so the mod is tuned for it.)

Veteran - NPC damage is increased to 2.5x, and doctor costs are increased

Outcast - NPC damage is increased to 3.5x, and doctor costs are increased

Please note that this is NOT a "customize your own difficulty" mod. Everything is hardcoded to be balanced for a reason. The main customization of this mod will come from the difficulty settings, and a few addons.

If you're looking for a more challenging survival feel.. this mod is for you. If you enjoy crafting, exploring for supplies, and using tactics in combat.. this mod is for you. If you're a veteran Fallout player looking to start a new playthrough and want to try something different.. this mod is for you. If you enjoy survival gameplay, but find Fallout's survival mode too hard.. this mod can still be for you!

If you're not a hardcore player or heavily experienced with FO4, don't feel embarrassed to use "Novice" or "Wanderer" difficulty. It's still very challenging and provides you with ALL of Horizon's features. I want to have difficulty settings that allow everyone to enjoy all the changes I added with Horizon. If you're finding "Novice" difficulty to still be too hard, feel free to send me a message, and I'll try making adjustments to this difficulty mode.

NEVERuse a sorting mod (Horizon uses it's own sorting system for the entire game)

RECOMMENDED:

Playing the game on "Survival Mode" difficulty setting

Fallout 4 DLCs ****

NOTE: If you don't load Horizon after all other mods, you're potentially breaking the mod at your own risk.

* New games - Using an existing non-Horizon save game is NEVER recommended, as it does not use the proper allocated stats or spawns or experience/levels, and defeats the intended purpose of this mod.** Merging - NEVER merge Horizon into a new ESP file.. especially "Z_Horizon.esp", or you will cause problems and possibly ruin your save game data with future updates.*** HC_Manager - mods such as "Everyone's Best Friend" will break the survival changes if they are loaded after Horizon. I suggest using v1.0 of EBF to completely avoid problems (this is what I run.) If you want to make sure Horizon is using the hc_manager properly, you can even delete "hc_manager.pex" from "scripts/hardcore" folder, AFTER you install all your mods.

**** DLC - The mod functions perfectly fine without the DLC's, but keep in mind it was created and balanced with an entire playthrough of all Fallout content in mind.

Recommended Mods that go well with Horizon/Architect:

Everyone's Best Friend (patch not needed - load this BEFORE Horizon)

Optional Mods that can potentially fit well with Horizon/Architect:

Sim Settlements (patch included with Horizon)

Crossbows of the Commonwealth (patch included with Horizon)

Survival Stats Widgets (Horizon is automatically compatible - do NOT use the HC_manager.pex that comes with widgets)

*Armor Keywords should be perfectly fine though, as it shouldn't conflict with Horizon. Also note (to avoid confusion) Armor Keywords was never required for Horizon, it was only required for Armorsmith. You only need Armor Keywords if you have other mods that require it.

PLEASE READ THE REQUIREMENTS ABOVE BEFORE INSTALLING!

This is a very large mod. Understand that there are limitations to compatibility with some mods. And in some cases, mixing certain mods would either not make any sense or could break Horizon. It's not my intention to block out mods, but it's simply due to the nature of creating a massive full-game overhaul, that some mods will just never work with it. In some cases, a compatibility patch might solve this problem.

Nexus's Mod Manager is HIGHLY recommended. It allows you to easily choose the options you want when you install the mod, and makes sure ESP files are loaded in a proper working order. Manually installing is done so at your own risk!

First, make sure your Fallout 4 is setup properly for modding. It must be able to load loose files and archives.

1.It is HIGHLY recommended to make sure Horizon is loadedLAST in your mod "load order" after all other mods. Just make sure the Horizon_DLC addons are after the main file, and make sure the "AllCaravan" DLC is loaded dead last if you use individual DLC addons. Horizon difficulty addons/patches are loaded after these files.

2.NEVER merge Horizon's ESP files (especially Z_Horizon.esp) into a new ESP file. This can ruin your save game data when you go to upgrade to a new version of Horizon. There's no reason to ever merge the main Horizon ESP file. Ever. Horizon is your main priority, since it is completely overhauling all of Fallout 4... everything else is secondary.

3. Don't install mods that are redundant with Horizon. Sorting mods will not work, and can break Horizon. Horizon has it's own sorting, and all of the sorting is setup specifically for the hundreds of item changes from vanilla. Horizon comes with custom DEF_UI configs to use this sorting with icons. Horizon has many many features, find out if your other gameplay mods are even needed first.

4. Mods that change similar gameplay data to Horizon are most likely either not necessary or not wise. The best way to prevent major problems, is make sure these mods are loaded before Horizon.

5. If you use "Everyone's Best Friend" make sure it's in the load list before Horizon. Any mod that edits the "HC_Manager" will break most of the survival changes in Horizon if it's loaded after Horizon.

6. If you manually install, make sure all of the files are properly installed. Make sure any DLC addons or patches are installed. Only choose 1 difficulty addon if you actually want one, otherwise don't install any of those ESPs. Some instructions are located in the readme file inside the ZIP file. I strongly recommend just using the NMM installer though.

8. Make sure the mod is fully installed and working before you start to venture too far into your new playthrough. You can tell if it's working when you choose your SPECIAL stats in the beginning, in that it will allow you to choose 29 points, instead of 21 (more on this below.)

9. Did I mention Horizon should be loaded last in your mod load order? Only load something after Horizon if you know for sure what it does.

If you wish to test out some of my new recipes and perks before starting a new game, you can use an existing save game to scope out the mod first. But just realize that many of the mod's changes absolutely require a new game, and that using an existing save to play the actual game is not recommended (or supported) at all.

Optional Modules you can also install that are included with Horizon:

Timescale Addon - changes the timescale to 10, which feels a lot better

Extras - Includes an overhauled Home Plate, and some minor tweaks that I like to use myself

Blur Removal - Removes the blurring effects from being at low health and other situations

Strict Carry Weight - Reduces carry weight perks/bonuses for those who enjoy that type of gameplay

*Z_Horizon.esp (must be loaded first - also requires Z_Architect.esm)*Z_Horizon_DLC_All.esp (all-in-one DLC module - only use this if you actually own every DLC)

*Z_Horizon_DLC_Automatron.esp (these individual DLC modules can be used if you only own some DLCs)*Z_Horizon_DLC_Nuka.esp*Z_Horizon_DLC_Workshop01.esp*Z_Horizon_DLC_Workshop02.esp*Z_Horizon_DLC_Workshop03.esp*Z_Horizon_DLC_FarHarbor.esp

(Don't use the DLC_All and the individual ones at the same time.)

*Z_Horizon_Patch_Architect.esp (required for Architect, but will eventually be obsolete in the future)*Z_Horizon_Diff_#######.esp (optional difficulty addon - don't use any if you want the default difficulty)*Z_Horizon_Patch_#######.esp (optional mod compatibility patches)*Z_Horizon_DEFUI.esp (optional mod - adds icons to crafting menus and component tags to ground items)*Z_BlurRemoval.esp (optioanl mod to remove screen blurring)*Z_Extras.esp (optional mod)*Z_Architect_Extras.esp (optional mod)

Absolutely NEVER do something like this:

*Z_Horizon.esp*Armorsmith.esp <-- WRONG ORDER - NEVER DO THIS!*Z_Horizon_Patch_Armorsmith.esp

ALWAYS load other mods BEFORE Horizon, and patches AFTER. There are reasons why this must be done. The patches patch Horizon to support those mods.. NOT the other way around.

Uninstalling:

The mod can be uninstalled, but some of the character data will permanently be part of your save game file (see more on uninstalling further down.)

GAMEPLAY FAQ - (PLEASE READ THIS BEFORE ASKING QUESTIONS)

Q: Raiders are taking 4 or more headshots just to die, is something wrong?

A: You either: 1> Have mod conflicts, or mods increasing raider armor. 2> Are fighting enemies way above your level. 3> You're trying to hit enemies well outside of the range of the weapon you're firing. which can drastically reduce weapon damage.

Unfortunately, I can't recommend using Raider Overhaul anymore. As much as I like the artwork in that mod, trying to support the gameplay in that mod just has too many ongoing problems. Unless the author decides to make a cosmetic-only version, or allow us to make a cosmetic-only replacement ESP, it just conflicts too much with my own raider overhauling I do myself.

Also keep in mind, higher level humans (like Gunners, etc.) may take more shots because of their armor and defenses.

A: After you level up for the first time, you should see a message saying "Next level you'll no longer be healed." The next level you gain should begin applying the no-heal mechanic. If you don't see this, your Fallout 4 is most likely not setup properly for modding. See the instructions above to fix it.

A: In Horizon, the first hunger stage is extended to 24 hours and requires 96 food points (item value.) The amount of food points that is required per hour is the same as it was in vanilla. However, by extending this window, it allows you to consume larger meals without them being wasted.. as well as not being pestered so often to eat food. Cooked meals are the goal in Horizon, in which they only require 1-3 meals per day. Eating garbage food, gets poor results, which at a minimum would be 6 foods per day. Water is roughly 3 bottles of purified water, or 9 dirty waters per day.

If this doesn't match your in-game experience, you may have mods conflicting with items or the HC_manager script.

Q: I can't get enough purified water.

A: In Horizon, survival isn't supposed to be easy. There's plenty of sources of purified water out there, you just need to find them. If you can't find enough, drinking dirty water may just be what you need to do to survive, it just has risks/penalties. You can buy water from certain vendors, you can find a lot of it by exploring, you can craft it using water filters, and you can produce it with water purifiers in settlements.

Q: It shows I can craft an item, but it says I lack the requirements.

A: It's highly likely you lack some of the required ingredients, which are listed further below (scroll down the list.) Make sure you're using the newest version of DEF_UI, as the older versions do not show a scrollbar if there's more than 5 ingredients. This makes it not apparent that there may be some ingredients further down the list that are still needed.

Horizon has it's own item sorting built-in, and is fully compatible with DEF_UI.

I highly recommend using DEF_UI with Horizon, as it makes the inventory sorting look great. DEF_UI is very easy to install. Horizon comes with a custom DEF_UI config you can choose with the installer, that will display all the icons properly.

When installing DEF_UI, you can choose option 2 ("already have an xml config") when asked which config to select. Just make sure you either already installed Horizon's config, or reinstall Horizon after and select a DEF_UI config. If you want to see icons in all areas possible, be sure to select both DEF_HUD and DEF_INV.

I may add more config presets in the future. If you'd like to share your custom Horizon DEF_UI config, let me know.

The "component tags" can be used by installing my DEF_UI Components addon. You do NOT need the ESP file that comes with DEF_UI (and you should just disable it if you have loaded.)

ONCE AGAIN: Other sorting mods are NOT compatible with Horizon. I use my own method of sorting because of the fact that I edit/balance so many items, that it would be impossible to constantly maintain patches for other sorting mods. The way items are used and tagged is VERY different from vanilla FO4 in many ways.

Adding custom icons when renaming weapons and armor:

Weapons and armor have icons by default, but you can still add/replace your own if you wish to sort them to the top. This is good for weapons that you want to rename/customize and be able to find easier.

I added a few custom tags you can use inside of your weapon/armor renaming. This will allow them to automatically sort at the top.

This will show an icon in front of the name, and it will sort at the TOP of your inventory.

Also note, you can use different types of brackets to change where it sorts, in case you want items on the bottom:

(1star) <- first[1star]{1star}|1star| <- last

The full documention is so large, that it needed to be broken up into multiple articles:

Health Management, Survival Changes, Radiation, Doctors

Training, Perks, Levels, Magazine Recipes

Combat, NPCs, Companions, Weapons, Armor

Crafting, Settlements, Caravan Travel, Cargo Bots, Production

Economy, Loot, Lock Breaching, Vendors, Exploration

Troubleshooting

All of these articles can be found in the article tab.

WARNING: Many changes are listed in the documentation.. reading all of them may cause drowsiness!

SURVIVAL TIPS

Your health pool may be much larger than normal, but do NOT let this fool you into a false sense of security. Getting that health back will be much more of a challenge now, since the only sources of healing are actual medical attention. All healing is fixed values, so a larger health pool does NOT mean larger heals!

Make sure you craft enough bandages, trauma kits, and stimpaks for any trip. If you can't tend to your own wounds in the field, you're dead.

You may come to the point where ammo is so low, you'll need to melee targets down here and there. Keep a gun on hand for each ammo type. Also remember that you can buy ammo, and craft it.

Explosives and traps will suddenly become much more useful (and much more deadly towards you) now. Use tactics with these. Setup mines/traps before you engage tough enemies, throw grenades down hallways, rockets from range, etc.

Sneaking is also extremely helpful, and a huge part of the survival feel.

Eating a real cooked meal is much better than eating a lot of small garbage food (especially if each one stacks extra rads.) Cooking has become much more useful now, and the Hunter and Survivalist perks go along with it very well.

For settlements, I always recommend using self-contained food and water production at each settlement. The supply line works great for sharing workbench resources, but it doesn't seem to work well for sharing food and water. The way I balanced food and water, it is easier for high populations to manage now.

FAQ - (TECHNICAL QUESTIONS)

Q: Can you add an option for [insert specific thing]?A: Unless something is actually causing some gameplay problems, I most likely won't be adding many customized options. It really depends on what it is, and if it's easy to do.

Q: Is there console versions available?A: This is unlikely, but still not completely out of the question. Supporting consoles is very time consuming, and Bethesda's file system is not very good for a large mod like this.

Q: I really like all the new changes, but the gameplay is just too hard for me and I'm stuck in a save game where it's impossible to advance.A: Try re-installing Horizon with a lower difficulty mode. Either use the Nexus Mod Manager to reinstall the mod, or copy in the desired difficulty. Just make sure to leave Fallout 4's difficulty setting on "Survival Mode."

Q: Can you make this mod compatible with [insert mod name]?A: It depends. Any mod that changes gameplay could potentially go against the design of this mod. Many patch authors out there have created patches for Horizon... just be sure that the patch is up to date and works properly. I can't guarantee all of them will even work or not cause new problems.

Q: Why did you add bonus perk points to VANS and not just auto-grant 2 per level to even it out?A: VANS is designed to be a milestone reward system. Trying to reach the next tier every 5 levels allows you to stop and take a breather and "train up" your character. Some perks are even balanced around this. There's also an optional system where if you ignore VANS, you get a different style of leveling bonuses.

Q: How do you get your Pipboy screen to look so sharp looking and show colored objects?A: You'll need to edit your "Documents\My Games\Fallout4\Fallout4.ini" and add the following:[Pipboy]bPipboyDisableFX=1

UNINSTALLING

This mod is NOTmeant to be uninstalled during a playthrough.

This is not a "drop in" mod. It essentially plays as a new version of Fallout 4.

Does uninstalling Horizon break the game? Possibly. Realize many stats are part of your save game... not the mod.

Bethesda even says that "Mods weren't meant to be uninstalled during a playthrough." My mod, happens to fall in that realm, because of the way stats are added with each level-up.

The following will remain in your save game after an uninstall:

SPECIAL points you selected on character creation

Your maximum health pool

Your total experience (this may drastically change your level based on vanilla values)

Perk points that were consumed (possibly extra points from VANS as well)

Some NPC spawns (and loot) may still retain the mod's level changes

Some vendors may retain the mod's changes until they recycle

I don't have a way to fix this magically, that's part of how save games work. You may be able to adjust some of it through console commands if you wish, but you do so at your own risk.

If the "leftover" stats don't bother you, you should be able to continue to play through the rest of the game just fine.

NOTE: If you need to (or want to) re-install my mod, do NOT use a save game that was saved after you uninstalled it. All of your experience gained will give you the wrong levels, and you CANNOT reduce levels in the console. Only re-use a save game that was used from my mod.

ABOUT THIS MOD

Please note that this is NOT a mod compilation. Everything is custom created by myself. Months of painstakingly tuning overrides and creating new objects and custom scripts to make everything work exactly how I want it to.

I use FO4EDIT, Creation Kit, and NIFSkope to create everything included in this mod. The mod installer was created with "FOMOD Creation Tool" by Wenderer.

CREDITS

Zawinul - Almost everything in Horizon itself

Phlunder - For providing a custom icon library tuned for Horizon, and many modified SWF files to make DEF_UI more polished

DEF_UI was created by Neanka (with additional updates by Valdacil, Old Nick, ParasiteX, and sekoms)

Horizon-related Additions and Compatibility:

Neanka - For creating DEF_UI, and providing script functions to allow Horizon to be compatible with Survival Stats WidgetsJacobBruce - For publicly providing a work-around for the VATS freeze fix (which is included in Horizon's HC_Manager.pex)

Redbaron148 - For providing many unofficial patches for Horizon (and for providing great feedback/input)RickTheNexus - For providing many unofficial patches for Horizon (and for providing great feedback/input)Skyman1991 - For providing many unofficial weapon patches for HorizonThaMan - For providing many unofficial weapon patches for HorizonArcherDown - For providing many unofficial patches for Horizon

Shadowslasher410 and Vlits - For all their work/research on Scrap Everything, which was a huge inspiration for Architect's Settlements Enhanced addon.

SPECIAL THANKS

Special thanks to EVERYONE who has helped test Horizon and provide feedback!

Over the course of Horizon's history, many players have helped shape and improve Horizon. There's too many people to list that helped with bug reports and feedback, but as always, this is greatly appreciated!

And thanks to all the mod makers over the years (in and out of Fallout) who have inspired us to keep making new mods.